Medieval RTS? - Page 2

Medieval RTS?

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

Moderator: Moderators

Non0c3
Posts: 10
Joined: 05 Oct 2008, 18:38

Re: Medieval RTS?

Post by Non0c3 »

There was ta kingdom that was medieval, maybe some art can be ripped like ota ?

Image
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

There seems to be a large misunderstanding it is OK to ask about mod related crap in the games/mods forum. Most of the people you want to pester are in there. So bug them

I have yet to see a properly working melee. I actually do better fantasy art than I do futuristic shit. meh good luck random guy number 53. Everyone isn't lying to you though, you need to be able to pretty much do it all unless you are capable of recruiting enough artists to help you which is next to unlikely. No one wants to devote all their time to your concept, esp if they are artists, odds are they have their own idea.

Spend some time in and search around art and modeling post some models and ask for critiques. Listen to the artists you respect and know that most of the people will tell you what to do. There are at least 3 conflicting opinions, I am often one of them but in general sort through the bullcrap and pick what you feel is relevant.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

come on go for it guy, I am not trying to be discouraging.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Medieval RTS?

Post by Google_Frog »

CA's Can has a pointy stick which it jabs units with at short range. It looks melee.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

nope.
User avatar
WredXIII
Posts: 11
Joined: 04 Dec 2008, 01:05

Re: Medieval RTS?

Post by WredXIII »

Muzic wrote:Im not sure how far any of the mod devs have gotten to any melee combat; the engine isn't made for it.

I think someone, with alot of LUA scripts, made a video depeciting a bunch of the WW2 allies fighting eachother with giant lightsabers; even then it was quite rough.

I got my swordsmen (in my TAK) to successfully swing there swords at each other and make contact (& deal damage too) if that's any consolation to you guys. It is definitely possible. It's pretty clean too...

(LOL, My first attempt at swinging swords resulted in exploding swordsmen.)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

lol welcome to me about 2 years ago buddy. it doesn't work. Fuckin' hell people, yes you, random guy number 56 yes you have the solution to all my problems.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Medieval RTS?

Post by Noruas »

I like your spirit smoth.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

I long since went beyond getting angry over, people telling me I wrong while only halfway checking into it. At this point in time I start to think of them as one in a long line of assholes who just brush me off without considering that I have given it more than a cursory glance. Each release I ask if melee has had any improvements, I check the changelog and get disapointed.

you cannot expect every random person to actually go and dig up all the discussions, shit I will not do that. I used to get tired of people taking a half assed shot at me, like I need to be taken down a peg or something. At this point I just want it to work and I don't care it emanuel figures it out. The thing that does get me angry about all of it is that people just give it a half assed effort. What can I say, he didn't even fucking try.

Argh suggested a very hackish solution but to his credit he actually looked into it and nemo came up with a neat light saber thing but all of that is eclipsed by the fact that melee unit cannot damage something if it cannot reach center. Outside of that it thinks it has a very short range gun and will get stuck on the otherside of a building longing staring at it's desired target but confounded by the object in front of it. why am I typing this shit, I even produce a video and no one gave two shits.

I have animations I don't care any more, at least my units can look good walking to shoot their targets.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Medieval RTS?

Post by Noruas »

I liked you more when you were a harmless school girl thing, or w/e the hell it was, now you scare the shit out of me. ):
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

iHAvEnEWaNIMATIOnsfoRGUNDaMrtS
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Medieval RTS?

Post by Hoi »

smoth wrote:come on go for it guy, I am not trying to be discouraging.
hahaha
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: Medieval RTS?

Post by SwiftSpear »

smoth wrote:Argh suggested a very hackish solution but to his credit he actually looked into it and nemo came up with a neat light saber thing but all of that is eclipsed by the fact that melee unit cannot damage something if it cannot reach center.
I'm positive the AI was fixed to accommodate that. Not specifically for melee, but for all short range units, if a unit can no longer hit it's target's origin point it now aims for the closest section of hitbox/sphere it can reach.

In lue of the movements towards further ambiguating weapon setup in favor of a more general weapon class, I doubt we'll ever see hard weapon code set up specifically for melee. Instead you'll more get general weapon code that works just as well for melee.

I don't know, don't quote me, I'm not doing the work.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

/sighs No.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Medieval RTS?

Post by Argh »

Go read the code I finally got around to posting, before whatever happened with Wred happened. I got around to testing it, and it works just fine.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

I can't follow what you are telling me to do. what are you telling me to do?
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Medieval RTS?

Post by Pressure Line »

the thread where Argh posted the code has since collapsed under its own weight (ie it got blackholed) a repost may be in order...
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Medieval RTS?

Post by Peet »

Argh wrote:I guess I should talk about implementing practical HTH in Spring, finally?

Here's my current solution, which is fast enough for practical use:

Give the Units invisible beamweapons. Yup, they can't use TA:K weapons, but you probably already knew that anyhow.

When they call the aiming function, get the UnitID of the current target and the Unit, then call some Lua to get the size of the hitsphere of the target, and adjust the range of the weapon accordingly. Voila, instant HTH weapon that auto-adjusts to target sizes.

Here's the code to do this (I believe, haven't had time to test it, but it should be quite close to a working solution; I used something like this awhile ago).

BOS:

Code: Select all

#define LINEAR_CONSTANT	65536

lua_GetTargetSphereSize(arg) { return(0); }

AimWeapon1(heading,pitch)
{
var myID, targetID, lua4;
targetID = GET TARGET_ID;
call-script lua_GetTargetSphereSize(targetID);
lua4 = GET LUA4;
lua4 = (lua4 * 8) + 8;
GET WEAPON_RANGE(-1,lua4 * LINEAR_CONSTANT));
}
Lua:

Code: Select all

function gadget:GetInfo()
	return 
	{
		name = "Auto-Range",
		desc = "Adjusts range of weapons.",
		author = "Argh",
		date = "December 3rd, 2008",
		license = "Public Domain, or the least-restrictive license your country allows.",
		layer = 1,
		enabled = true
	}
end

local distance,targetSizeX,targetSizeZ = 0,0,0
local unitID

if (gadgetHandler:IsSyncedCode()) then

function GetTargetSphereSize(u, ud, team, targetID)
	unitID = Spring.GetUnitDefID(targetID)
	targetSizeX = UnitDefs[unitID].xsize
	targetSizeZ = UnitDefs[unitID].ysize

	if targetSizeX >= targetSizeZ then
		return targetSizeX * 8
	else
		return targetSizeZ * 8
	end
end
gadgetHandler:RegisterGlobal("GetTargetSphereSize", GetTargetSphereSize)

end
This is not totally perfect, mind you- there are a few odd situations where you might need a custom exception (i.e., "if unitID == something, then use this special hack") but in most situations, it should work, because it'll use the long distance for long skinny things (which is important, now that we can have 3D, cuboid hitboxes), and look right most of the time.

Best practice in a HTH fantasy game, btw, would be to use only square Footprints anyhow (for movement purposes in Spring, they're really always square anyhow), and have long things overlap the ends a bit, so that targeting looks good most of the time (and that would save some performance on the code above) but whatever.

At any rate, I'm sure that other people have their own solutions, but I currently think that this is the best way to go, to actually implement this and have it look pretty good. With relatively high reload times (a guy swinging a sword's maybe striking once a second), this code's cheap enough for hordes.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Medieval RTS?

Post by Pressure Line »

thanx peet <3
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

AH I see it is a lua version of your earlier melee hack using a longer ranged secondary!
Post Reply

Return to “General Discussion”