Things That are Despratly Needed (IMHO) - Page 3

Things That are Despratly Needed (IMHO)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Inside Totala1.hpi /features/Green/TREES.tdf I read:
[Tree1]
{
world=greenworld;
description=Tree;
category=trees;
animating=0;
footprintx=1;
footprintz=1;
height=40;
filename=trees;
seqname=leaf1;
seqnameshad=leafshad;
seqnamereclamate=tree1reclamate;
energy = 250;

seqnameburn=leafyburn01;
seqnameburnshad=;
featureburnt=Tree1Dead;
burnmin=5;
burnmax=15;
sparktime=5;
spreadchance=90;
burnweapon=TreeBurn;


seqnamedie=treeboom;
featuredead=smudge01;
featurereclamate=smudge01;

animtrans=0;
shadtrans=1;
flamable=1;
reclaimable=1;
reproduce=0;
reproducearea=6;
blocking=1;
hitdensity=10;
}
Gasp! Could it be that the Cavedoggies made a spelling error when naming their tags?

That would be very annoying. For we would be faced with the dilemna of following TA tradition, and keeping a mispelt tag, or using the correct orthograph, and breaking retro compatibility, and, more importantly, modders' habits.

Say, how hard is it to make different spelling accepted, and would it have any bad consequence?
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

from the CVS

support for upright, flammable and indestructible feature tags
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

Zaphod wrote:Does anyone have a map with features that don't work correctly right now but should with upright and the culling fixed? It's kinda hard to test right now...
Try with this map. Antennas (spikes) and Radar Dishes have upright=1; and drawfar=1;. Seismic Monitors (legged spheres) do not. I covered slopes with features, and those features are big enough to be seen from the other side of the map.
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AF
AI Developer
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Post by AF »

I didnt add upright tags.

Indestructable had already been implemented as did burnable but they had bene hardcoded and there was no check for any tags.

I wasnt aware they did it a different way at cavedog with 'flamable', and sorry if I misspelt a single letter, I'm astonished I remembered the word, otherwise I'd have done destructible like it is in the featuredef class.

And thankyou zaphod for uploading the changes.

I believe the extra tags for burning things could be added, afterrall burning was totally hardcoded to work only for trees the mapconv randomyl generated at set values for their behaviour.

And if a GAIA player existed, (player 0 or -1 perhaps?), then adding units with scripts and full models using the feature map would be as easy as adding an if statement and 3 or 4 lines of code

Code: Select all

if(unitname exists){
place unit for GAIA player
} else if( featurename exists{
place feature
}
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

aGorm, perhaps you should send Zaphod a copy of the map? I think it would help both parties out heaps.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

aGorm wrote:I'll send you my map thisevening. Check you PM for a URL.

aGorm
zwzsg wrote:
Zaphod wrote:Does anyone have a map with features that don't work correctly right now but should with upright and the culling fixed? It's kinda hard to test right now...
Try with this map. Antennas (spikes) and Radar Dishes have upright=1; and drawfar=1;. Seismic Monitors (legged spheres) do not. I covered slopes with features, and those features are big enough to be seen from the other side of the map.
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Caydr
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Post by Caydr »

If this isn't already listed, handling of paralyzer weapon area of effect needs to be fixed. A bomber which drops large-AoE paralyzing bombs in AA (had to be removed) has about 50 times the firepower of a nuke launcher by virtue of its ability to throw things so far that the falling damage will kill virtually anything
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jcnossen
Former Engine Dev
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Post by jcnossen »

I added the upright tag support.
I think it works correctly on the map zwzsg gave me. Drawfar is somewhat of a hack though, so I didn't put that in. What needs to be done is features set to "far drawing" based on distance / feature radius, then big features will be drawn too. Also if you'd have a bridge with it's center point behind the camera, I think it would be culled (even with drawfar). Could TARevenger post his bridge map so I can make the bridge culled correctly?

I'll be checking out if unit's can have a negative team, but I suspect it breaks a lot of code. Anyway I'll figure it out.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

my bad.
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FireCrack
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Post by FireCrack »

Caydr wrote:If this isn't already listed, handling of paralyzer weapon area of effect needs to be fixed. A bomber which drops large-AoE paralyzing bombs in AA (had to be removed) has about 50 times the firepower of a nuke launcher by virtue of its ability to throw things so far that the falling damage will kill virtually anything
Prehaps we could use a "blast" tdf tag that would aloow us to modify how much push an explosion has, unless we have one already...

Would be usefull for other weapons too.. like napalm...
Gnomre
Imperial Winter Developer
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Post by Gnomre »

It's calculated using damage, area of effect, and the hit unit's mass as far as I know. Those are the three biggest factors at least. And I doubt he wants to give *every* unit a large mass to cancel out this effect, and nor do I, so I agree: give us a tag for the effects of explosions on units in terms of physics!
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Caydr
Omnidouche
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Post by Caydr »

BUUUUUT, have it default to the regular systemf!!! There are only one or two weapons like this, I don't want to have to set the blast tag manually for 200 weapons!
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jcnossen
Former Engine Dev
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Post by jcnossen »

Prehaps we could use a "blast" tdf tag that would aloow us to modify how much push an explosion has, unless we have one already...
Ok I'll see what I can do, I guess a "BlastFactor" that defaults to 1 would work well here. It would also be cool to have a "pulse" gun or something, that does little damage but shoots the unit away :)
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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

It might be good effect for some melee weapons too.
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Masse
Damned Developer
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Post by Masse »

i believe that MOST important thing at this point is GUI... cause good looks and feel attracts more gamers and developers to join...

SO PPL GET THE NEW GUI UP AND GOING ALLREADY

DJ_OLDFIELD if u read this please consider helping on new GUI
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I tried setting the lua mission script to give the ak's to player -1 instead of 1/2 whatever ti was. The game crashe dupon loading with an exception.
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jcnossen
Former Engine Dev
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Post by jcnossen »

Yes, there is a lot of code right now that uses CUnit::team directly as an index into the team array, so use -1 and things will go very wrong....
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AF
AI Developer
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Post by AF »

I think I also tried a few other thigns such as 5/6 etc
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