Stargate!

Stargate!

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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zwzsg
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Stargate!

Post by zwzsg »

Image

Again, instead of modifying the source, I used dirty TA script hacks into Spring. But it works well, and looks great! Unlike the flying & walking factories, it hasn't crashed me and always worked as intented so far. I tested under Spring64b1 btw.

Just as the name and pic suggest, by building two or more Stargates you can teleport units between them. With some nice dialing and kawooshing animations.

Stargates autoconnect to the furthest other Stargate, and stay connected until you close the iris, the selected exit is gone, or you manually select another gate to connect to.

You can also manually select a gate to connect to by firing in its direction. However he attack button is rather picky, you have to click within the red radius, but on an empty spot. So that is why there is the autoconnect.

You can connect to enemy gates, so that's why there is an iris, so you can close the gate to prevent any unwanted intrusion.

It's both a TA and Spring unit. I had to apply many fixes o make it works smootly in Spring. For instance, Spring doesn't understand the yardmaps, I had to force push the units in and out of the gate, instead of letting them walk by themselves like in TA.

This unit is available at FileUniverse:
http://www.fileuniverse.com/?p=showitem&ID=1580

You can also get it from TA:Cataclysm:
http://cataclysm.tauniverse.com

But the variant that is on FU is more suited to Spring, since it has the autoconnect so you don't have to wrestle with the attack button, it has a thickned event horizon so textures of the other side don't bleed, it doesn't have the explosion trail which doesn't look good in Spring.

To test, unzip the zip files, and put the Stargate.ufo inside the root of your Spring folder, then play alone. There's a longer description in FU, a small manual in the zip, and some technical reading at the beginning of the .bos.

Now if some modders could include it in some balance or unit pack mods, I would be happy.
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Aun
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Post by Aun »

Looks great, so many evil ways to attack with this :twisted:
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Min3mat
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Post by Min3mat »

awesome!
any news on a few OTA missions being scripted? this could work as a galactic gate IMO all we need now is a hydrolis plant and those maps it used :D
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zwzsg
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Post by zwzsg »

Oh and don't forget to remove the Stargate.ufo before going into any online Spring game, or they'll be lots of Synch error. Spring is unfriendly to third party units: instead of disabling them like TA do if not everyone has them, it causes those synch errors. Hopefully the next version of the lobby will check the root as well and that will fix that.
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AF
AI Developer
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Post by AF »

Can we have a vid of someone goin through the gate in fps mode?
I'll ahve to try that
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NOiZE
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Post by NOiZE »

awesome great work...
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Isaactoo
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Post by Isaactoo »

When I tried to edit the #define UNITS_PER_PLAYER to 1500 instead of 500 (to make it work correctly with the 1500 unit patch), the Portal of the Ancient makes a constant explosion in itself and the Stargate's little flame markers stutter (niether of them effecting units which pass through them).

PS. I thought the signiture of explosions was really neat (=
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zwzsg
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Post by zwzsg »

Thanks for the bug report.

If Portal of the Ancient or the Stargate constantly explode itself, sending the arch or the event horizon spinning in the air, then it means that the unit failed to find itself.

This can happen if you haven't really set the UNITS_PER_PLAYER to 1500, and if you are player 5,6,7,8,9,10 (Or 4 and many units).

My guess is that you forgot to recompile the script, or that you haven't repacked properly, or you are using a compiler that don't understand the bos well, or something like that.

I just tried modifying #define UNITS_PER_PLAYER 1500, recompiling, repacking, running a 1500 units per player totala.exe + totala.ini, and playing as the 10th player, and it worked.

Here is the modified stargate if you wanna try:
http://s54.yousendit.com/d.aspx?id=0J51 ... IZ0Z44OFAP (link will self destruct in a week)
Warning: Only use in TA patched to unitlimit=1500 with a modified exe and totala.ini, or it will crash.
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Maelstrom
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Post by Maelstrom »

Nice! I tested it out, and really liked it. But... One problem. I found quite a major bug. Stargates suck in other stargates!

Observer the carnage here:http://fileuniverse.com/?p=showitem&ID=1594

I (tried) to build a 3x3 square of stargates. I managed to build one, and then halfway through another. Then the half built one got sucked in. The commander finished building it anyway. Then, he went on to the next one. That also got sucked in, but was eventually completed. Then onto the next row. By now we had 3 stargates all sucking each other in in turn, continuously blinking in and out of existance. The same thing happened till I got on to building the 6th stargate. Then, the commander as well as the half built 6th gate got sucked in to one of the numerous orbiting stargates. That was the last I saw of them. From then on, I only saw 1 stargate every half a second, for about one frame.

I tried this again another time, two stargates sucked each other in and flew across the map, to rest atop one of the walls on the Castles. Very... Strange? Cant post the replay as I used the .nocost cheat, so the replay is stuffed up.

Nice work with it though, If you build them far apart they work perfectly!
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dinamik
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Post by dinamik »

Good work !! :shock:
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Isaactoo
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Post by Isaactoo »

Thanks Zwzsg, I used Scriptor to edit and compile. Then HPI pack (v1.6). I don't get what I did wrong :?

Also, If you send a non-gunship aircraft into the portal it gets stuck and just spins there. (in Spring anyways)
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zwzsg
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Post by zwzsg »

Clear you cache and redownload the unit from FU to get two bugs fixed. (I have not updated TA:Cataclysm's Stargate.)
Maelstrom wrote:Nice! I tested it out, and really liked it. But... One problem. I found quite a major bug. Stargates suck in other stargates!

I (tried) to build a 3x3 square of stargates. I managed to build one, and then halfway through another. Then the half built one got sucked in. The commander finished building it anyway. Then, he went on to the next one. That also got sucked in, but was eventually completed. Then onto the next row. By now we had 3 stargates all sucking each other in in turn, continuously blinking in and out of existance. The same thing happened till I got on to building the 6th stargate. Then, the commander as well as the half built 6th gate got sucked in to one of the numerous orbiting stargates. That was the last I saw of them. From then on, I only saw 1 stargate every half a second, for about one frame.

I tried this again another time, two stargates sucked each other in and flew across the map, to rest atop one of the walls on the Castles. Very... Strange?
I knew that my Stargate were able to teleport buildings in Spring, but somehow I failed to realise that it implied that Stargates would teleport other Stargates. Which cause a mess, because then both Stargates want to teleport each other.

I found out that apparently, Spring allows me to
- Attach Stargate A to Stargate B
- Then attach Stargate B to Stargate A

When that happened, both Stargates just vanished from the map.

Technically, I think that at every tick (so 30 times each second), Stargate A moved (or was moved?) to match the position of the piece of Stargate B it was attached to, then Stargate B moved (or was moved?) to match the position of the piece of Stargate A it was attached to. Since for the animation and the broadcasting I make teleported unit not attached to the base, but to a piece a bit next to it, that made Stargates fly that distance each 1/30 of seconds. Which mean they were fast flying far away out of the map.

But personnaly I prefer to think of it as: "Oh gnoes, by attaching A to B and B to A, I created a logical impossibility which warped both gate out of this plane of existence! Playing with wormhole technology is so dangerous, it creates paradoxes and that makes things vanish!"

Oh, and there was a Commander C attached to Stargate B. The commander too disappeared. When I pressed Ctrl C then C, to jump into the commander suit, I saw he was apparently jumping up and down. And the view was centered on the other corner of the map than the one I had my comm and built gate in the beginning. But maybe the commander was in reality out of the map, but the view remained blocked by the map limit. Just like for planes out of map in FPS mode.

When I asked the commander to build something on the map, Spring crashed. I guess the routine for the pathfinding of nanobots between two different planes of existence could benefit some debugging. Gnome and Castro think that I should create a request thread asking for Spring to support building things from other dimensions!

More seriously, I updated the script of the Stargate on FileUniverse so Stargates don't attempt to teleport others Stargates anymore, and so the issue is all solved.



Isaactoo wrote:Also, If you send a non-gunship aircraft into the portal it gets stuck and just spins there. (in Spring anyways)
Plane have to fly pretty low to be grabbed by the Stargate. The Stargate use a spherical detection of units close, but I centered that sphere on the gate base, not on the ring center. Well, I could center the sphere on the ring center if I wanted to, I wanted a large grabbing radius for land unit and low grabbing radius for air units, so I kept the grabbing area half-globe shaped. So making a plane use the Stargate is pretty tricky. You have to decrease the altitude of the plane by telling it to land or by first person controlling it.

In TA, planes have the choice between letting themselves being teleported, or escaping at any time during the teleportation: Because I used the isairbase=1; tag to have units keep their order list, plane can take off the stargate just like they would take off a repair pad.

In Spring, apparently, planes that gets attached have only their XZ, and not their Y, moved to match the position of the piece they are attached to. Just like ships in TA refuse to be dragged underwater. That confused the gate into thinking they escaped like they can in TA, and so the Stargate just stopped to care about the planes, and the plane stay attached to the gate.

Well, that's my guess from seeing all the planes I sent into one Stargate get stuck into the event horizon.

Since it doesn't crash Spring, it could be interesting to have those "planes traps", where each plane that fly low enough to hit the event horizon gets stuck forever, but Stargates weren't meant to be butterfly nets, so I fixed that bug by making sure it that the Stargate script think a unit escaped, it drop it once anyway just to be sure. So with that new version, flying planes now just aren't teleported by Stargate. They may trigger the gate and be moved a bit by the gate animation if they fly now enough, but then the continue their flight right after. I updated the version on FileUniverse to fix that too.





Also, as I was thinking that units underconstruction follow the factory when the factory is moved, but buildings underconstruction can be moved, I wondered what would happen if I attempted to grab a unit under construction from inside a factory. The experiment wasn't very conclusive, but I think the nanoframe couln't be grabbed. Which is how Spring should react IMO. However, during the test, I sorta managed to get my arm adv kbot lab to be stuck into an endless loop of being sucked in and spurted out by the Stargate. And each time it dropped, it imprinted the shape of its yardmap into the ground. In positive relief. After a while, that created two edges where the lab dropped. But, as you know, nothing is ever created, nothing is ever lost, everything just transforms, so the matter used to created those edges had to be taken somewhere. And indeed, after a while, a large shallow depression around the area became visible. Which gives me an idea for a new crazy zwzsg spring unit: The Driller, a unit that grabs the nearest building around and repeatedly smash it into the ground to dig a hole. Yay, my scripts render terraforming without the use of explosives possible! (the restore ground button doesn't count because you had to use explosive to deform the ground before being able to restore it later.)





On a more optmist note, I succesfully teleported a transport hovercraft loaded with three peewees. I was really happy to see it working fine instead of turning into a repeat of the philadelphia experiment.





And thanks for the bug reports. I need more people like you.
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Kuroneko
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Post by Kuroneko »

chrono spheres are also not for peoples!
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Isaactoo
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Post by Isaactoo »

The newer version relies on the unit limit being 1500 (which I myself like), but the readme and the totala.ini are set to 500 still.
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zwzsg
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Post by zwzsg »

Uhm, damn, I'm glad you're here and noticed, cause I completly forgot to reset the unit limit to 500 after making the test with 1500 for you. And so when I fixed the bugs with the teleportation of other Stargates and planes for Spring, I left the 1500 unitlimit in the script. Which made the Stargate crash in TA for anyone who downloaded it during about last 12 hours. I hope not to many got that broken version.
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Zoombie
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Post by Zoombie »

This...is the single greatest unit of all time.

<shakes Zwzsg's hand>

I loved that movie!
CaptainMaim
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Post by CaptainMaim »

I've been having problems in Spring, getting the stargate to adaquately move a large army. Heck even 5 units getting moved was kinda troublesome. Though using transports does seem reasonable if you couldn't put in multiple exit points... (Finally a use for those hover transports!)
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zwzsg
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Post by zwzsg »

Yes, the current Stargate works much better when fed units one at a time.

Maybe one day I'll make a version where I'll drop all the animation of units coming in and out, and make it so units around a large radius around the gate are instantenaousely teleported to the exit gate. However, either stargate will be uncloseable and only work in Spring (if choose the "no communication between stargate any more), either I'll have to make the Stargate be made of two units (so one is used to by the other as a mean of communication), because currently gates communicate by doing things to the teleported during the short while it is abducted, and that is why units are teleported one by one and have to go into the entry gate and stay in it for a second or so. However I'm not sure it's really worth keeping working on the Stargate, I already lost way too much time on it. But who know, maybe after an unquantified amount of time I'll resume tweaking it. But for now, I feel like I must stop cause I already did too much and I don't want to end like that painter that had made a masterpiece and kept retouching it until it was reduced to a scribble. I mean, having a gate made of two units, where you have to order the plinthe to build a Stargate that it can grab for its own mean would add much complication to the use of the Stargate that already isn't as obvious as it should ideally be.
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t9999clint
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Post by t9999clint »

Ok OK... I had a cool idea.... but highly unlikely to ever work.
I have seen this in a few games and it worked well in that.....
What if the Stargate didn't lead to another location on a map..... but to another MAP!

Multiple map warping!! That'd be freaking awesome! Allot more like Stargate!

I doubt it's possible, but THINK OF THE POSSIBILITIES!! an ACTUAL Stargate warping between worlds!

<--loves to post while only 50% conscious.
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Maelstrom
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Post by Maelstrom »

Well, If you do that, you could make a level like some of the Warcraft3 levels, where you play an above ground/underworld level. You build your base above ground, and then use a portal to teleport to the other side of the level, which looks like the underworld. So, if the stargate was put to a neutral team, so neither team attacked it, then you could have battles between different 'worlds'. Of course this would add in some more difficulties, because planes could easily fly between the 'worlds'. And the stargate would become a massive choke point, surrounded by walls of Annihilators, DT, and every other deffensive structure possible.

But, if you made the stargate as a neutral team that is a shortcut from one side of the level to the other would make for interesting games, as you could go the long way when the stargate gets jammed. Then, late game, you could make it your army's mission to clear the enemy's Stargate. Do that, and you have a quick and easy way directly into their base, while yours stays protected. This would be a very interesting map.
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