changeable landscape

changeable landscape

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Raxe
Posts: 21
Joined: 01 Aug 2005, 19:26

changeable landscape

Post by Raxe »

this feature is nice to play aorund with but it does have some part about it i dont like because ive messed with it a lot. using nukes mines just amuse me with how a group of them can change the landscape into water. i have a problem with the fact that no mtter how much you change the landscape it doesnt seem to realise that you just created a completly vertical climb that only a spider kbot could realisticly climb. i was wondering is there something being done about this? im not sure but im pretty sure the problem ive seen with gunship aircraft going into cliffs or walls on maps has been solved an example of what i saw was on the caslte map with 3 rapiers going straight into the wall makeing them unreachable by defenses but somehow shooting there missiles out at my defense. i would really like on some map to plant a few mines in a way that i know will make deep hole or take it to sea level and not have kbots and tanks just go under the water or down one side up the other. and the other qustion i have is there any plans to make a unit of some kind that could help you better terraform a piece of land to what you need or just straighten out land that has been warped by attacks back to its original state faster? i dont mean anything that could go to a map like say metal isle's and build a bridge from island straight to another though if a bridge builder was added that would be awsome though i dont know how that would work.
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DavetheBrave
Posts: 281
Joined: 22 Jun 2005, 02:52

Post by DavetheBrave »

There is a hardness tag in one of the map files that specifies how deformable land is. On many maps, nukes have almost no effect.

As for terraforming, there is a whole thread about it here http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1693 . Any construction unit can repair land back to its original form.

Recently, within the last 6 months or so, I remember reading that someone made a 3rd party bridge unit for TA, but I dunno how it would work for Spring.
Raxe
Posts: 21
Joined: 01 Aug 2005, 19:26

Post by Raxe »

i mean im wondering if there going to make it so if the land is deformed on purpose or just by some random shots that units ability to move over the deformality will be affected. im tired of seing a sunken part of land such as for easy example on crystal bridges put enough nukes to blast a whole segment of the land to your base from one side to water and then watching as bulldogs and other tanks just roll on through going under the water and back up the other side. another more extreme case that if had to choose to have fixed id choose this i went on castles and placed enough nuke mines to blast a large hole in the ground and make a circular vertical dune of sand all the way around this. i found from just experimenting with it that my bulldogs could climb straight up this hill like it wasnt there though it still blocked fire from wepons these bulldogs defied gravity. i was wondering if at somepoint they plan to make it so if you do things like this it will impede ground units. and an idea i just had thats only slightly rlated to this could it be done to removes mines and make them terraforming tools/ wepons IE: directional charges for maps that have terrain like sand and stuff kind of like a claymore has a certain radius the explosion will effect infront of itso someone who wanted to have say a couple of bulldogs create a small unit wall in the entrance to there base could create a dune of land infront of the bulldogs or a hole that the bulldogs could drive down in that would be just deep enough for them to roll down into so there turrets could fire at the enemy and not hav a lot of there main bodys exposed. a real life example of it im pretty sure this technique was used in ww2 you would dig a whole deep enough for you tanks main body to be out of sight and a ramp going out the back so they could retreat out of it if there position were being overun.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Raxe, try to learn to make paragraphs, so as to be easier to read.

I think that he meant, and that I also noticed and dislike and would like to be fixed, is that:

No matter how much ground is deformed, unit keep using the old pristine heightmap for their pathfinding.

- You can level a cliff to perfectly even ground, units will still refuse to pass over it.

- You can with explosion turn a flat area into a 85° slope, tanks will still gladly pass over it.

- Pressing F1 show that the heightmap isn't changed.



Personnaly, I think that:
- Flat land changed into high slope should be still passable, but slow down unit a great lot. That is so slow heavily armored units don't get trapped into the crater that forms under them.
- High slope turned into flat should become passable at full speed. Because it looks terribly wrong to see units stop "because previously a hill was here" after it has been leveled.

For how much the unit is slowed, use current slope, for knowing whether passable, use the max of current slope and old slope.



DavetheBrave wrote:Recently, within the last 6 months or so, I remember reading that someone made a 3rd party bridge unit for TA, but I dunno how it would work for Spring.
Image
I need to add a transportcapacity tag in the FBI or else Spring won't let it grab units but otherwise my bridge works fine in Spring. Unlike in TA where units that are dropped over water just refuse to be dropped, in Spring they drop, then appear on the nearest shore one second later. And under Spring the bridge span can probably be increased to great length. If anyone interested I could release Springified bridges.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Getting units to avoid ares where large craters and cliffs have formed isn't too hard at all, doing the inverse is probably quite difficult though...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

The path map is updated after the terrain changes, it just takes a bit of time.

As for the F1 display no its not accurate but its not used for anything but that display either.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Really? How long is that "bit of time"? I'd test, but since last release my Spring crash when there's too many explosions.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i also encounterd a crash with a lot of explosions...

it even rebooted my pc.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

If you turn on cheat and debug mode you will see a "tree" of red lines moving over the landscape, thats where it is updating. When it stops moving its finished.

Crash on explosions is fixed in the cvs version.
Raxe
Posts: 21
Joined: 01 Aug 2005, 19:26

Post by Raxe »

Still its disturbing to see merls and diplomats launching missiles straight up from beneah water where the landscape has sunken that low.
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