Lava and Two Hills

Lava and Two Hills

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mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Lava and Two Hills

Post by mufdvr222 »

http://www.mufdvr.222clan.com/lava.rar
Map is now updated with a much better metal map with the
right output for all but a few metal patches, the few that
are not right are within about 0.1 of ota and the terrain will
give 0.2 if you build an extractor on the ground.

I also took the opportunity to fix up some small problems
with the heightmap that cropped up and added the new "water
does damage" tag to the maps .smd file. You will need this
newly compiled version of Spring to enable impassable water, link below.
Courtesy of Buggi.
http://www.epicedit.com/spring.zip
Image
Image
Last edited by mufdvr222 on 28 May 2005, 06:16, edited 6 times in total.
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

[ uploaded ]. Have any ready minimap?
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

That map looks seriously kickass in the pic. Looks even better fluying around in it. If you haven't downloaded it yet, do so now.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

sweet! DOES LAVA MELT UNITS?? hehehe
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Min3mat wrote:sweet! DOES LAVA MELT UNITS?? hehehe
No but how I wish it did. If some way of voiding terrain and or making water do damage comes along I will implement it for this map.

I re did the textures for the cliff faces on the two large hills on this map as well as the river textures and re alligned the heightmap to fit the terraim map a little more tightly.
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

I absolutely love it!
This just might be the best ported OTA map!
To bad lava doesn't exist yet...
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

If lava is ever coded into Spring, which I'm sure it will eventually, I'd love to see it have four things:

- Variating glowing, so that bits of it glow as it flows

- Bubbling

- A heat haze, which is similar in a way to the ripple effect, except that it is a haze that sits above the lava.

- Steam

Those four things would just make lava so much more atmospheric...
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

That would be so cool, to see misty steam slowly rising up from the lava, and when a unit tries to cross it,, boooomb :twisted:
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Ok to have pretty lava effects, heat blur, bubbles, and all, but no to units running into lava and exploding.
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Yep, I gave that some more thought, better if the game engine can just keep ground units away from voided/lava/acid etc,, areas..
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Buggi
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Joined: 29 Apr 2005, 07:46

Post by Buggi »

There is now a "WaterDamage" tag for maps. It goes in [WATER] I believe.

A value > 10000 will prevent units (even hover) from even using it as pathfinding takes damage into account.

I recompiled spring if anyone is interested. However there IS one change to the code that isn't from the SY devs. It involves the placing of units in the menu, I changed 2 lines of code to prevent any and all menu conflicts that may exist.

Should anyone be interested, it's here:
http://www.epicedit.com/spring.zip

From the SY's
-New .smd command MAP/WATER/WaterDamage. Indicates the amount of damage per second units take for being in "water". Make it >1000 to prevent ground units from entering water entirely, >10000 prevents hovers from moving over water.
The edit I did to the loading of units is quite seemless and causes no synch errors as it's just a menu location of a button, I played with a friend and had no problems.

-Buggi
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Better to pass on your changes to the SY's and get them to include it either in the next update, or a quick slipstream patch, rather than have multiple versions of Spring floating around. It's bad enough having multiple mods...

I think hovercraft should be able to cross lava in Spring (perhaps take some damage, but not critical damage).
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Buggi
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Post by Buggi »

Patch submitted.

Lets hope they look at it :P
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smoth
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Post by smoth »

Warlord Zsinj wrote:I think hovercraft should be able to cross lava in Spring (perhaps take some damage, but not critical damage).
I don't... think so...

"Construction steel has an extremely high melting point of about 2,800° Fahrenheit (1535° Celsius). "
http://www.serendipity.li/wot/bollyn2.htm

"The temperature of lava flow is usually about 700° to 1,250° Celsius"
http://teacher.scholastic.com/researcht ... s/lava.htm

sure the construction steel would survive... but the plastics, rubbers, fuel, let alone a computer and the pilot would not. Espcially when you consider that a hover craft isn't going to fly 10 or 20 feet above the lava. The fuel tanks would rupture. Unless of course there was some UBER futuristic cooling system either way it is a bit far fetched for me.

Not trying to attack the issue just trying to explain why I said no. Alot of people on the 'net get ticked if I don't fully explain every bit out. not saying anything against anyone just saying I want to avoid another "tree" thread.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

No, that's cool. I was a bit iffy on it myself. Realistically, I realise hovers shouldn't be able to go over Lava, but for gameplay reasons it would make the game very interesting, with Hovercraft having a much more useful role on lava maps.

Its fairly easy to rationalise it by the fact that it is futuristic. If they have invented fusion power, and faster-than-light travel, I'm sure they could get past lava. The gameplay value overcome the realistic value.

What does everyone else think?

(by the way, I like the fact that lava does massive damage, rather than being void. It means if a unit gets blown there by an explosion, but isn't dead... :twisted: )
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Thanks Buggi it works perfectly, I set the damage at 10000, to keep hovers out, I also found a problem with the map :cry: on the original OTA map some small ground units could move to and from the large plateaus, in this version they cannot, I think ÃŒm going to have to fix this and update the map,, what does everyone think? is this a big enough issue to justify another version. :|
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Buggi
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Post by Buggi »

Save the link to that updated spring.exe zip I made. I keep updating every time there's new stuff to compile.

It allows the people who can't compile to at least play/test with the newer versions with fixes and stuff.

-Buggi
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Do hovers go over lava on TA? I don't think so.......

There should be two thresholds in the WaterDamage, one where nothing but hovers go in water, one where not even hovers go in water. The map makers would then choose what they want.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

There are, i think, 1,000 and 10,000.
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

http://taspring.clan-sy.com/phpbb/viewt ... 8&start=20

It was pointed out to me that the metal output on this map is a little high, and that the original map gave 0.2 if you placed a mexx on the ground,
I am attempting to try and fix this, and re upload this map with a new global metal setting to address concern's that the metal output from the metal patches is a little high, about 0.4 above what it should be.. :shock:
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