What this game needs?? - Page 2

What this game needs??

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

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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

I reckon it needs more than a dozen, theres probably that already if you count side projects like ai and tinkerers
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

ahem, tri based unti mdoels are possible, the changes needed are to be made to 3D0 builder not spring.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

No changes, just rewrite it. Its far too crappy to just be changed.
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aGorm
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Post by aGorm »

SJ wrote:What spring really needs is a dozen programmers to implement everything.
Had me laffin on teh floor for 10 mins....

aGorm
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Hehe, I was wondering when SJ would react on one of the many wish lists :lol: , "what this game needs", "feature request",.... Generating wish lists seems to be a hobby of this community :P
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

well, im trying to learn C++ so i can help. Its confusing :? ! But i have the compiler and i have been messing with the source. Maybe some people in the community could work on smaller projects (this has allready been done, with the lobby icons and new rocket kbot) while the devs work on more important things, like how bullets look :roll:
Seriously though...
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

It is quite clear what we have to do to hurry spring up.

We have to clone all the SY's.

Preferably several times over.

(we should take out any preference to enjoying "life" above Spring while we are tinkering with the genome)
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FizWizz
Posts: 1998
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Post by FizWizz »

oh yes, that does sound like a brilliant idea. But what about 20 years down the road, when the Swedes initiate their plans for world domination?

I think it's best that we invent time-dilation technology that will let the SYs do 10 times the work in 1/10th of the time. We will have the game finished in no time, and the SYs will be too aged to dominate the world =P.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

20 years? Such foolishness, they've already started, spring is just the first offencive of a huge campaign.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

SJ wrote:What spring really needs is a dozen programmers to implement everything.
So true!
Justin Case
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Joined: 16 Sep 2004, 18:08

Post by Justin Case »

weather would be so friggin cool. I'd like to see units kick up dust also and moving water (shorelines like AoE)
TARevenger
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Joined: 23 Jan 2005, 00:09

Post by TARevenger »

sand/mud traps to stop unit's in there tracks (excluding hovercraft that is) to free them you have to airlift them out
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BlackLiger
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Post by BlackLiger »

Uber optimised (200 lines of) code :P
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Pxtl
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Post by Pxtl »

TARevenger wrote:sand/mud traps to stop unit's in there tracks (excluding hovercraft that is) to free them you have to airlift them out
Any hazardous terrain is a problem because it creates microing. Say you have a "lava pit" that hurts a unit to walk through. Either (a) units are smart, and avoid it - in which case it's practically a wall and you wasted the coders' time making a pointless location. Or, (b) units are stupid and walk through it, in which case players are annoyed because their units are retarded and you have to micro-order them around every hazard.

Therefore, locational hazards are _bad_.

Better hazards are monster hazards. Imho, WarWind was the only game to get monster hazards right, and that game sucked in every other respect.
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Pxtl
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Post by Pxtl »

Alantai Firestar wrote:ahem, tri based unti mdoels are possible, the changes needed are to be made to 3D0 builder not spring.
A 3rd-party model type could be supported, like MD3s. Hell, MD3 models are already very similar to K-Bots in layout, with the lower-body, upper-body, and head as seperate models. Then you'd have access to existing model databases, tools, etc.
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SinbadEV
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Post by SinbadEV »

I think that an XML based model format that conforms to some kind of open standard would be good... know any of those? I'm talking source files that you can edit with notepad if neccessary...
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Pxtl
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Post by Pxtl »

SinbadEV wrote:I think that an XML based model format that conforms to some kind of open standard would be good... know any of those? I'm talking source files that you can edit with notepad if neccessary...
Too much information for that. A robust model system will include concepts of animation, high polycounts, etc. Text-based model specs would be painfully bloated. While the metadata and animation information could be text (it is in Q3) the actual vertex, poly, and UV mapping information work better in a more compact bytecode form.
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Weaver
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Post by Weaver »

SinbadEV wrote:I think that an XML based model format that conforms to some kind of open standard would be good... know any of those? I'm talking source files that you can edit with notepad if neccessary...
Like this?

http://www.bbc.co.uk/cbbc/bamzooki/make/zook_kit.shtml

Desiged for kids to use but good fun for dads too. Not sure how open it is though.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The problem isnt with the format, it's with the fact 3d0 builder cant render tri's, only quads. If you used another program to create a tri based model instead then spring would accept it fine, but 3d0 builder would want nothing todo with it. Thus 3d0 builder needs editing to support tri's aswell as quads.

Either that or you write a new program to replace 3d0 builder
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

3do doesn't support UV mapping or skeletal animation :|
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