Fixing up the FPS system...
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- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
Fixing up the FPS system...
If it's not too much trouble, in later Spring versions it would be nice if the FPS system was tweaked up a bit to at least feature the controls etc. that the FPS games have, like add support for strafing for non-hovering units. It would really help out the Com Shooter mod and make it desirable to make other FPS mods and really bring out the "multi-purpose engine" Spring is supposed to be. You RTS fanboy nerds can bash me all you want I don't care, but I would really love some better FPS features :D
(ps. Would any mod be so kind as to change my name to Crappage? kthx)
(ps. Would any mod be so kind as to change my name to Crappage? kthx)
http://taspring.clan-sy.com/
The TA Spring Project
Welcome to the TA Spring Project. This is an open source project
developing a new realtime strategy game.
The TA Spring Project
Welcome to the TA Spring Project. This is an open source project
developing a new realtime strategy game.
I actually agree with Mecha- if the first-person controls were a little more tweakable (or better yet, swapped out for a third-person control schema ala Freelancer), then a lot of game variants would become possible. Imagine, for example, a mod where if the player controls a unit, then his/her accuracy firing would increase, but computer-controlled units would obviously not get the benefit. Players could be "heroic" but eat up precious control-time. There are a lot of possible variations on this.
That said, it's not exactly life or death. Compared to stuff like better unit steering code and a pathfinder that can handle formations, it's really low on my list of stuff I'd like...
That said, it's not exactly life or death. Compared to stuff like better unit steering code and a pathfinder that can handle formations, it's really low on my list of stuff I'd like...
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
Aw come on devs. There are currently 3 FPS mods out right now. The RTS aspect of Spring is pretty much perfect imho, so why not start working on the FPS portion? Don't feel like I'm demanding this of course, cuz I have no right since this game is free, but it would really help the community grow.
And change my name dammit.
And change my name dammit.
Someone needs to stop smokin' up and start paying attention...Spring is still an ongoing project, continually being developed and improved.Mecha Sonic wrote:The RTS aspect of Spring is pretty much perfect imho, so why not start working on the FPS portion?
And it IS an rts, the FPS is a useful feature, but it is certainly not what the engine is designed, intended, or optimized for.
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
I too believe fixing FPS mode is a worthy suggestion...
Originally it was weakened to prevent range exploits, correct? All we need to do is remove the fire control limitations (I want to fire at my own units for screenshots... and what about setting off mines from a distance in FPS mode?), limit the sight options (Possibly with simulated fog/artifacts) and allow for an easy weapon toggle. Oh, and backward movement.
Originally it was weakened to prevent range exploits, correct? All we need to do is remove the fire control limitations (I want to fire at my own units for screenshots... and what about setting off mines from a distance in FPS mode?), limit the sight options (Possibly with simulated fog/artifacts) and allow for an easy weapon toggle. Oh, and backward movement.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Backward movement wouldn't be possible without breaking stuff, but I have a cool idea:
When any key is pressed, instead of just going forward or turning, it should continue aiming in the same direction (if possible with the unit) and then turn and go off in the direction of the arrow.
But Spring is really a RTS engine, not a FPS one, so any FPS features really should be low priority.
When any key is pressed, instead of just going forward or turning, it should continue aiming in the same direction (if possible with the unit) and then turn and go off in the direction of the arrow.
But Spring is really a RTS engine, not a FPS one, so any FPS features really should be low priority.
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01