Brigdes

Brigdes

Requests for features in the spring code.

Moderator: Moderators

Post Reply
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Brigdes

Post by manored »

Its probaly complicated, but if it be made possible for buildings to be passed over, we could make brigdes (that can be destroyed), and that would be quite fun :-) .
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

haha, bridges on wheels than can move into canals to let the boys over. it'd be a porcers worst nightmare.
User avatar
Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

Bridges would be great. Having mobile bridges is fun but could be a pain (as in, it's too short, too long, the edge is not accessible.....), but at least allowing mappers to set "bridge" areas would be nice. :)

Next step, Tunnels.....
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Command Engine FTW.
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

MTR FTW
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

MTR -> We have dirty Work Around bridges.. who are not used by the Mappers that Matter (yeah, Forboding, Quanto, Agorm, Noize, etc...) i am talking about you ;)

and the others - dont believe you escaped my Eyes - bridges -
good to know that cadyr wants to include one in altored...

Maybee it is that everything with a Bridge reminds them of SM..
Last edited by PicassoCT on 14 Jan 2007, 23:44, edited 1 time in total.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Caydr may consider bridges in his next Altored map, and I think hunterw might be interested.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Strategia wrote:Bridges would be great. Having mobile bridges is fun but could be a pain (as in, it's too short, too long, the edge is not accessible.....), but at least allowing mappers to set "bridge" areas would be nice. :)

Next step, Tunnels.....
I think that if we make those "bridge" units and buildings be floaters and make it easy to link em togheder that problem could be solved. We could even make it possible to build things on them :). It also would be interesting if we could somehow chose whats gonna be their size before making em, so we would never have problems like that.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Note sure what kind of bridge you are talking about (live unit? map feature? glorified transport? Multiple level map? Real ground you can build over?), but I already made an amphibious tank that act as a conveyor belt: every unit coming near one ends get automatically grabbed and is transported to other hand where it is dropped: FlatBridgeV8spring.ufo. It is not perfect, particularly it is annoying how the end sink into the earth (because in Spring, what's below the ground surface isn't shown, while in TA, units are always drawn over the ground, even if they are underground, unless you specify otherwise), I should script it to auto-tilt and raise, because not seeing the model makes it even more tricky to find the right spot where units get grabbed. Also, it's been a long time since I last tested into Spring, some changes in the engine could make it not work as well as it used to, etc... but if there's enough interest in the concept, maybe I could fix and polish it.

Last time I tried linking that kind of bridges was more possible in Spring than in TA. Making that bridge of variable size is entirely possible, I could even make it automatically measure and adapt to the river width. Building over them is not possible (but conveying buildings is :P ). Putting them in map, well, AFAIK you can't put live units in map, only dead features, unless the GAIA concept made its way into Spring code and I didn't know.

Also, what are those dirty work around bridges for maps that mapper know about but do not use?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

You can set the DeformRate for ground so low - that you will have a wall in a Canyon for example, you can drive over and built on. But beeing deformable you can destroy the Bridge to drive through the Canyon.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

I am thinking about buildings that are constructed and float over water and can be steped on by other units, if possible with the possibily of building over them. units could pass from one to another if they were near each other enough allowing us to make brigdes and maybe even outposts in the sea. They could be destroyed if they received enough damage, killing all units and buildings over them.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

zwzsg that unit measuring river size then conveying boys sounds pwn
User avatar
Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

1v0ry_k1ng wrote:zwzsg that unit measuring river size then conveying boys sounds pwn
+1. Where do I put it and how do I specify I want to use it?
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

1v0ry_k1ng wrote:zwzsg that unit measuring river size then conveying boys sounds pwn
It does :-)

But I think that being able to place units over features, buildings or other units would be cooler. :-) (Imagine one ship carring some weasels over him, then being suddently attacked and sunk, and then the weasels having some strange reaction after the wreck sunk with em and exploding :-) )
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Ah thanks Picasso. I wasn't aware now Spring let unit passes if you flatten a cliff, in earlier version what once was a cliff always remained unpassable. I'm also not sure how you'd make it so the explosion lower the brigdge just enough to match with the canyon bottom level, not lower nor higher. But it's a nice idea worth trying anyway.

manored, the way Spring is coded, units walk on the map, not on the polygon of other models. Buildings are impassable because they set some square on the movement map as blocked (select a peewee and press F2 while looking at your base to see what I mean). Some building can be made passasble by settings those square as empty in the footprint FBI tag, but then the unit walk through the model, over the ground below the model. There's no polygon collision detecting, making units walk over the polygon of other units is something totally impossible in the current engine. Maybe in games like UT2K4 you're used to walking on the roof of vehicles, but they have much fewer units than Spring, I'm afraid the sort of per poly collision you do in FPS aren't applicable in RTS.

However, by using some auto-grab script, I can approximatively simulate units walking over other units. In reality it is the brigdge grabbing the peewee, attaching it to a piece that slowly travel accross the bridge top, then drop the peewee. You can't really control where the peewee move while it's transported by the bridge, it's more like the peewee is firmly fixed on a conveyor belt, but so far that's the closest to a bridge I can get.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

zwzsg wrote:Ah thanks Picasso. I wasn't aware now Spring let unit passes if you flatten a cliff, in earlier version what once was a cliff always remained unpassable. I'm also not sure how you'd make it so the explosion lower the brigdge just enough to match with the canyon bottom level, not lower nor higher. But it's a nice idea worth trying anyway.

manored, the way Spring is coded, units walk on the map, not on the polygon of other models. Buildings are impassable because they set some square on the movement map as blocked (select a peewee and press F2 while looking at your base to see what I mean). Some building can be made passasble by settings those square as empty in the footprint FBI tag, but then the unit walk through the model, over the ground below the model. There's no polygon collision detecting, making units walk over the polygon of other units is something totally impossible in the current engine. Maybe in games like UT2K4 you're used to walking on the roof of vehicles, but they have much fewer units than Spring, I'm afraid the sort of per poly collision you do in FPS aren't applicable in RTS.

However, by using some auto-grab script, I can approximatively simulate units walking over other units. In reality it is the brigdge grabbing the peewee, attaching it to a piece that slowly travel accross the bridge top, then drop the peewee. You can't really control where the peewee move while it's transported by the bridge, it's more like the peewee is firmly fixed on a conveyor belt, but so far that's the closest to a bridge I can get.
Ahhh... it would be so cool... :(

But maybe if we make possible for a mapper to have a part of his map somehow modified then the game begins, I mean, something like the mapper making the map with the brigde, but somehow programing the map to have its brigde eliminated in the beggining of the game, so then players restore the height of the area they make the brigde...

Or make weapons that can affect the height of the map winhout causing neither positive or negative damage to units...

Or maybe lets just happy ourselfes with the transporting brigdes thing :-).
Post Reply

Return to “Feature Requests”