What this game needs??
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- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
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
Seriously though...


Seriously though...
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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.
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.
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
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- Posts: 68
- Joined: 16 Sep 2004, 18:08
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
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.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
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.
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.Alantai Firestar wrote:ahem, tri based unti mdoels are possible, the changes needed are to be made to 3D0 builder not spring.
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.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?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...
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.
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
Either that or you write a new program to replace 3d0 builder