TA:K

TA:K

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Necronator
Posts: 8
Joined: 13 Jun 2007, 11:09

TA:K

Post by Necronator »

Someone should make a Total Annihaltion: Kingdoms mod.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

you can't there's no melee

are you volunteering
Necronator
Posts: 8
Joined: 13 Jun 2007, 11:09

Post by Necronator »

No way, I can not mod. Anyways it would be easy to make melee, set the range to very very low or something.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

Necronator wrote:No way, I can not mod. Anyways it would be easy to make melee, set the range to very very low or something.
someone make this man lead developer! Brilliant!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I think we've tried doing that. The damage calculations just dont work that way so you end up with little army men attacking a building but never doing any actual damage, because the aoe never reaches the units center
Necronator
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Joined: 13 Jun 2007, 11:09

Post by Necronator »

well, if you changed every hit sphere to just fit the exact size of the object, tho every hit sphere would have to be different, or make everything relatively the same size
Last edited by Necronator on 13 Jun 2007, 11:50, edited 1 time in total.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Someone already ported TA:K ages ago
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Do you know how many people tried implementing melee so far?
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

How many of those tried to hack the engine instead of BOS? Actually, as I've never played or modded TA:K, what's required for melee to work?
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KDR_11k
Game Developer
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Post by KDR_11k »

We tried to get melee into Spring and yes, we have tried all kinds of ways. Never played TAK either but for melee we'd need being able to have units connect to each other without one trying to run away and that working between any sizes of units.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

The problem is that tons and tons of aiming and damage-handling code would need to be revised. Imho, the revision is necessary, as this is really a bug that exists for any case where you're attacking a much-larger target with a short-ranged weapon.

Basically, the problem is that all distance calculations to target need to be calculated from the target's surface, not from it's centre. Theoretically simple, but tricky to actually do.

Plus, it could create more problems when/if more complex collision geometry is supported (why I prefer the multi-sphere approach to complex-collision-geometry - simply use the sphere that is at the lowest distance, where distance is as the definition above).
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Pxtl wrote:The problem is that tons and tons of aiming and damage-handling code would need to be revised. Imho, the revision is necessary, as this is really a bug that exists for any case where you're attacking a much-larger target with a short-ranged weapon.

Basically, the problem is that all distance calculations to target need to be calculated from the target's surface, not from it's centre. Theoretically simple, but tricky to actually do.

Plus, it could create more problems when/if more complex collision geometry is supported (why I prefer the multi-sphere approach to complex-collision-geometry - simply use the sphere that is at the lowest distance, where distance is as the definition above).
Bingo.
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Argh
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Post by Argh »

No.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

I've got a patch that modifies 1 (one) function (except all the add-a-tag related stuff) that does this:

http://neoteric.pl/~imbaczek/spring/targetBorder.avi

as you can see, it makes the unit fire at the edge of the collision sphere instead of it's center. (I hope it's the collision sphere, at least ;p) you can make the weapon do that by setting targetBorder=1 in the weapon's tdf.

now I understand that this is not good melee implementation, but is it enough? there are some pathfinding issues, but nothing unsolvable. just tell me if this approach is workable.
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KDR_11k
Game Developer
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Post by KDR_11k »

It won't solve everything but it's a huge step ahead and not just for melee. Commit it.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Yay!
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Argh
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Post by Argh »

Actually, the only thing that is necessary for perfect HTH, really, is a truly-instant explosion. That's all.
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rcdraco
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Joined: 22 Nov 2006, 02:50

broke

Post by rcdraco »

It redirects to a broken avi, is that what your patch is?
Epsilon
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Joined: 26 Dec 2006, 23:58

Post by Epsilon »

I remember TA had a melee unit (modded, obviously). Does anyone remember how that worked out?
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

most melee units for either TA or spring have used a very short range laser to simulate the melee weapon unforturnately that doesn't work in spring due to the bump code and the target-center-of-unit code which apparently imbaczek fixed. Three cheers for imbaczek!!

however the bump issue still remains unless im forgetting some addtion to the modder's arsenal that removes the bumping...
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