Probably an old question, but please help if you can

Probably an old question, but please help if you can

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

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Stanky105
Posts: 7
Joined: 04 Apr 2005, 05:07

Probably an old question, but please help if you can

Post by Stanky105 »

Hey all,

Is there a way to reveal the entire map during gameplay without having to use that .spectator cheat that disables your own units? I want to play againts bots with the entire map in view. Or perhaps I should re-word the question to is there a way to remove the fog of war?

I know this may be a question that has been discussed repeatedly for you people who have been playing the game for a long time (I just recently began to play it agan,) but I didn't have much luck with the messageboard search. Any help is much appreciated. :-)
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the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Re: Probably an old question, but please help if you can

Post by the-middleman »

hmm try the godmode cheat. It gives you control over ALL units in game.
hamsate
Posts: 122
Joined: 21 Jun 2007, 00:25

Re: Probably an old question, but please help if you can

Post by hamsate »

Or you could include a small unit into the mod that has a huge line of sight.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Probably an old question, but please help if you can

Post by TradeMark »

hamsate wrote:Or you could include a small unit into the mod that has a huge line of sight.
bullshit, the mountains will stop you seeing further, it wont work. and the LOS system is retarded, you cant make extremely long LOS, it starts getting buggy. :cry:

if someone knows, gimme hint how to make all units visible like they had LOS on them. would be great feature in spring.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Probably an old question, but please help if you can

Post by Forboding Angel »

Create () {
move piecenum to y-axis [5000.000000] now;
}

No longer bullshit.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Probably an old question, but please help if you can

Post by Peet »

Forboding Angel wrote:Create () {
move piecenum to y-axis [5000.000000] now;
}

No longer bullshit.
Yup, because a piece controls the origin of the view radius, moving it fixes the issues with very large LoS radii, and a fragment of bos code is extremely useful to an end user. Excellent assertion :wink:
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: Probably an old question, but please help if you can

Post by TradeMark »

i did:

Code: Select all

move base to y-axis [5000.000000] now;
and gave to unit:
radardistance=2000000;

and the radar distance wont get longer at some point.

the map size is 22x22 and i want the radar distance can fill the whole map no matter where you put it.

i tried to tweak sensors.tdf and done:
LosMipLevel=6;
AirLosMipLevel=6;

and still the range is same, and radar resolution didnt change.

is there some setting for radar miplevels? or what
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Probably an old question, but please help if you can

Post by Forboding Angel »

Sorry, I wasn't previously aware that there was a maximum distance on los and radar... Speaking of... WTF??? Why? That makes no sense!

I suppose the alternate would be to make a single poly a unit, don't give it a texture (so it will stay invisible) give it flight, a max acceleration and brakerate of like 100, maxaccel of 10, turnrate 90000, cruisealt 800 or so, and a complicated patrol route.

I'm not sure how good of an idea that would be, nor if the los map would update quickly enough, but meh. Other than that, I got nothing.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Probably an old question, but please help if you can

Post by pintle »

Fibre anyone?
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Probably an old question, but please help if you can

Post by TradeMark »

the los map updates like every 2 seconds or something... very slow.

well, i cant make such air unit so i'll just forget it.

cant someone just remove the restriction in the max los range? or at least make it bigger, as big as the map is + multiply it with 2 ?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Probably an old question, but please help if you can

Post by SinbadEV »

pintle wrote:Fibre anyone?
Fibre used a trick with LUA to just manually mark all units as within LOS to override built in functionality if I recall correctly... a good plan, maybe someone can dig the method out of there and put it in a Mutator or Map for the desired mod.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Probably an old question, but please help if you can

Post by TradeMark »

cant you just make a feature in spring to disable los completely? (so it wouldnt check los at all = all visible).
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Probably an old question, but please help if you can

Post by Forboding Angel »

That would be ideal. I dunno, pitch it to the devs.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Probably an old question, but please help if you can

Post by smoth »

I am going to look at adding this as a mod option for gundam. It will be PD.

Any ideas on how this should be approached in lua feel free to tell me.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Probably an old question, but please help if you can

Post by TradeMark »

Forboding Angel wrote:That would be ideal. I dunno, pitch it to the devs.
i did that like year ago... nothing happened
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Probably an old question, but please help if you can

Post by Nemo »

Code: Select all

function gadget:GetInfo()
	return {
		name = "noLOS",
		desc = "Disables LOS",
		author = "KDR_11k (David Becker)",
		date = "2007-11-18",
		license = "None",
		layer = 1,
		enabled = true
	}
end

if (gadgetHandler:IsSyncedCode()) then

--SYNCED

function gadget:UnitCreated(u, ud, team)
	Spring.SetUnitAlwaysVisible(u,true)
end

end
Plug that into your mod, and every unit will be visible all the time, LoS or no LoS.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Probably an old question, but please help if you can

Post by smoth »

I'll take a look at it tonight. thanks nemo.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Probably an old question, but please help if you can

Post by aegis »

[16:57:29] * CommitBot ====> kloot committed revision 6183 <====
[16:57:29] * CommitBot Modified:
[16:57:29] <CommitBot> trunk/rts/Game/Game.cpp
[16:57:29] <CommitBot> trunk/rts/Sim/Misc/LosHandler.h
[16:57:29] <CommitBot> trunk/rts/System/GlobalStuff.cpp
[16:57:29] <CommitBot> trunk/rts/System/GlobalStuff.h
[16:57:29] * CommitBot Log:
[16:57:29] <CommitBot> add a globalLOS param to gs (when enabled, everything is visible everywhere)
[16:57:29] <CommitBot> .
[16:57:30] ** CommitBot left the channel( Quit: connection lost ).
[16:57:34] * BuildServ * New revision available (hit "!rebuild" in #buildserv to build it): r6183 (committed by kloot on 2008-07-16 00:57:27 +0200)
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Probably an old question, but please help if you can

Post by smoth »

sweet. less work 4 meh!
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Probably an old question, but please help if you can

Post by TradeMark »

does this mean we will have "permanent los" button in the lobby client too? or else how we use that feature? that would be great.
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