Spring: 1944 v0.01 Alpha
Moderator: Moderators
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Felix its not that squads (as in one selectabe unit that looks like multiple soldiers) can't be done, its that some aspects of unit handling in Spring make them look fugly. Trees are a big one. Either the units crush them to avoid pathing issues, which looks odd, or they go around them, which is a pathing pain and still looks weird.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Crushing trees looks odd no matter who is doing the crushing... send an AA Commander through a forest and you'll see what I mean... looks like the comm is crushing the trees with his mind 'cause they dissapear about ten feet in front of him!j5mello wrote:Felix its not that squads (as in one selectabe unit that looks like multiple soldiers) can't be done, its that some aspects of unit handling in Spring make them look fugly. Trees are a big one. Either the units crush them to avoid pathing issues, which looks odd, or they go around them, which is a pathing pain and still looks weird.
Anyways, perhaps 1944 does need to be made a little bit smaller. What if we doubled the scale of everything? We'd have less units on screen, less units trying to path, less problems with collision detection and tiny hitspheres, and tbh it would look better too. It would be a lot easier to tell between different types of infantry, too.
I'm not saying that 1944 should become a DoW-ish "squad" RTS where you push around 10 units, but that we should aim for having, say, 100 or 150 infantry in play at a time, rather than 200 or 500 or whatever.
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- Posts: 16
- Joined: 26 Jun 2006, 21:07
thats no fun, I played the demo with my friend, I had to end a stailmate so I built up a 600 men army complimented with tanks and jeeps and stuff. Spear Headed the line with about 150 men loaded into half tracks forced my way through with tanks and then with my main infantry and took him out. Got about 30-40 fps the whole time, but I have a nvidia 7900 so my computer can take it.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Unfortunately, Spring doesn't really support this scale. It's stretching the program past its reasonable limits.Lemm1w1nkz wrote:thats no fun, I played the demo with my friend, I had to end a stailmate so I built up a 600 men army complimented with tanks and jeeps and stuff. Spear Headed the line with about 150 men loaded into half tracks forced my way through with tanks and then with my main infantry and took him out. Got about 30-40 fps the whole time, but I have a nvidia 7900 so my computer can take it.
Another problem that "scaling up" would solve is that of map size. Currently, there's two competing factors driving what size map you play on.
1) Infantry are hella-slow, meaning that either you MUST use transport for your entire army (not a realistic thing to force upon the player, most infantry were on foot during battle), or it takes forever to go anywhere. Forces a small map.
2) Ranges on everything are hella-high, ESPECIALLY artillery, which means that a gun can shoot across the entire map on small maps. Forces a large map.
If we "scale up" some things (size, speed, and number of infantry) but "scale down" other things (weapon ranges), the mod will work much better with Spring. Unfortunately that would drop our efforts at realistic scale, but you have to work with the tools you have, and the tools we have aren't designed so that we can have large scale battles at realistic scale.
Sadly the demo is using old models and scripts which are far less GPU and CPU - intensive.Lemm1w1nkz wrote:thats no fun, I played the demo with my friend, I had to end a stailmate so I built up a 600 men army complimented with tanks and jeeps and stuff. Spear Headed the line with about 150 men loaded into half tracks forced my way through with tanks and then with my main infantry and took him out. Got about 30-40 fps the whole time, but I have a nvidia 7900 so my computer can take it.
Having said that, I am opposed to changing anything, certainly atleast until we release what we currently have.
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- Posts: 16
- Joined: 26 Jun 2006, 21:07
Instead of squads, how about teams and crews?
Your machine-gun nest team, with its 3-man crew might have to stand up and fight like normal infantry after losing one of the team. You could script one of the three to keel over once life of the unit gets below a threshold (50% would be sweet). And then instead of the team manning a heavy machine-gun there is a rifle in the hands of the surviving two infantry models. Each person would alternate the shot fired. With the 16 weapons limit this should be a piece of cake.
It would resemble a team but in fact be a single unit.
Your machine-gun nest team, with its 3-man crew might have to stand up and fight like normal infantry after losing one of the team. You could script one of the three to keel over once life of the unit gets below a threshold (50% would be sweet). And then instead of the team manning a heavy machine-gun there is a rifle in the hands of the surviving two infantry models. Each person would alternate the shot fired. With the 16 weapons limit this should be a piece of cake.
It would resemble a team but in fact be a single unit.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Myself, Spiked, and one other played a game with a lot of infantry the other day using our latest internal alpha, and all three of us were down to unplayable framerates.Lemm1w1nkz wrote:I always thought that this game was limited purley by your computer not the game engine itself.
Theoretically, if you had like 2 5GHz dual-core processors, it wouldn't be a problem.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24