Weather/Fog, and Unit Orders

Weather/Fog, and Unit Orders

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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Weather/Fog, and Unit Orders

Post by Felix the Cat »

How tough would it be to implement weather (rain, snow, etc) and fog effects? I'm thinking mostly of how it would effect the player's vision and unit LOS, but if taken far enough it could have effects like making ground muddy (and thus tougher for units to move through) if it's rain, putting snow on the ground if it's snowy, etc.

I know a basic haze isn't too tough to implement, but a nice-looking one might be. I'm not a very good coder, or else I'd volunteer to do it.

On a completely different note, would it be possible to separate out the unit order code - the fire orders (Hold Fire etc) and the maneuver orders (Hold Position etc) into a separate DLL that modders can then change to their heart's intent? I'd like to, for example, be able to implement a "Supporting Fire" fire order, where an artillery unit would fire only at enemy units that are firing at another friendly unit within range.

If that can be done, would it be possible to allow modders to put similar new buttons on the interface? I'm thinking of a loss tolerance button for a group of units - Ignore Losses (units will advance/hold position regardless of losses), Limit Losses (a group of units will take a certain percentage of losses - say, 50% - and will then retreat toward the nearest base), or Minimize Losses (a group of units will take a certain very low percentage of losses - 10%, perhaps - and will then retreat toward the nearest base).

The reason I'm asking all of this is that I'm thinking of creating a Spring-specific WW2 mod. Fog and weather would be a nice thing to have in any case, the extra fire orders (Supporting Fire and possibly others) would be useful in a mod where extensive firing eats up resources (somewhat like Axis & Allies TA), and the loss tolerance allows for a bit more strategy (I know a lot will jump on me for suggesting it as it's "letting the computer play the game", but I think it will fit rather well).
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

http://spring.clan-sy.com/phpbb/viewtopic.php?t=555

My topic on weather effects, from a little while ago. Covers a number of ideas and issues. Not to say that this thread is redundant, just that maybe you can pick up some stuff from it. (Ignore Alantai's silliness, which unfortunately makes up a good portion of that thread)

Personally, I think the best way to do weather effects is for map makers to make a mapping overlay which designates certain areas of the map as particular terrain types. So I can set this section of the map as "Desert" and this section of the map as "snow". That way there can be blizzards in snow, and sandstorms in desert, all on the same map.
Then the map maker can set the probability of such weather instances occuring.

I am divided as to whether it should be done with particles, or by overlaying levels on the camera. The former would be better, but that latter easier, I think.

Can I suggest that you break the second half of your post into a second thread? They are two very different discussions, and you'll find that one or the other is lost as the discussion proceeds.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

omg whatever happened to riker?
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Zjinski (yes I like calling you that, its far easier to type) I think it should be a setting whether its particles or overlays. Cause i suspect particles would take more processor power........
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

easier to say Zjinski than Zsinj????? :S ^_^
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