Will tunnel building be possible?

Will tunnel building be possible?

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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SinbadEV
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Will tunnel building be possible?

Post by SinbadEV »

Someone psted this is the wiki FAQ. not quite the right place for it so I moved it here before deleting it out...
Targ Collective wrote: - Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun! + Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives... Which is great fun!
+
+ EDIT: Spring team, I think you're getting a tad fixated on the ground level being the 'base' of the map. If you can support hills you can support levels of altitude. If you can support levels of altitude you can support subterranean things, by setting the default ground level to higher than the base your engine supports. Coding it in would be a nightmare, but somehow I think that won't faze you.
+
+ As an extension of this it would also be possible to prevent the terrain being deformed through explosives below a certain point. Bang, a level dedicated to subterranean units.
+
+ Even if this is not the path you want to take there are ways of simulating underground activity. Simply have your burrower go through a burrowing animation, spawning churned up earth around it as it 'dissolves' invisibly into the ground. Then set it to invisible, ground level and flying. When it reaches its destination, add a time-delay calculated on the altitude of your given tile, then unburrow it. You could introduce subterranean tanks and even subterranean APCs into the mix in this fashion.
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FLOZi
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Post by FLOZi »

you could move a units model under terrain, like the burrowing units in CnC:TS...

A proper tunnel might be simulated with a deep trench with voided sides covered with features over the top?
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Targ Collective
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Post by Targ Collective »

Sorry about that, I didn't know. Won't happen again...
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AF
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Post by AF »

That would ahve to be built by the player, untill zaphod fixes the GAIA player allowing mappers to add untis as features.

If you want the whole camera can view it thing I did suggest multiple heightmaps in a thread a while back but it was met with great cotnroversy.
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Weaver
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Post by Weaver »

I had a map format idea that used a different height maps for different terrain types. It was probably a bit ott for a game 'though.

Roads as features might work.
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FLOZi
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Post by FLOZi »

Alantai Firestar wrote:That would ahve to be built by the player, untill zaphod fixes the GAIA player allowing mappers to add untis as features.

If you want the whole camera can view it thing I did suggest multiple heightmaps in a thread a while back but it was met with great cotnroversy.
It wouldn't have to be a unit. :| Just a flat feature that covered the top of the trench. Voided sides prevent units climbing out the side clipping throurh the roof.
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AF
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Post by AF »

Oh I thought you meant a tunnel not a trench, where units could walk over the top? I dont think a trench would be too good unless your feature voer th top was a huge impassable mountain...
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FLOZi
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Post by FLOZi »

Well units couldn't walk over the top. But they can walk under. A pseudo-tunnel if you will
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SinbadEV
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Post by SinbadEV »

well... "burrowing" units are entirely possible with the current engine, they would just be a visual trick though because when they entered LOS they would still be visable to the other units... same would be a problem for any method you choose to get units tunnelling... they would have to be cloaked and stelth when they are "underground"...

I was thinking that you could do the "multiple levels of terrain" thing that a lot of people are wanting for bridges and such... a tunnel would just be a bridge that follows the contours of the orriginal heightmap basically...
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Targ Collective
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Post by Targ Collective »

Not only cloaked and stealth. The height of the ground the unit stands on would have to be taken into consideration; burrow-time * burrow-depth (which has to be AT LEAST the unit's height) * DelayForHardness will give us the time it takes a given unit to get from a mountain or a crater to the underground. Which should, of course, be implemented for realism. The unit would really be above ground all the time, but the users MUST NOT KNOW THIS! Unless they're interested, anyway. It'd be like explaining 2s Complement, unnecessary info.

Cloaked and stealth would have to be hidden values, probably equivalents that don't link to the GUI controlled by a value such as Burrowing.

The unit would have to move at a constant speed across all types of terrain while burrowed, including water (though things like lava would make an impassable barrier). The unit's move speed while burrowed would be dependent on the hardness of the ground, and insane values such as a neutron moon scenario would wear away the drilling apparatus, meaning regular stops to regenerate hp.

Unburrowing would also take time, dependent on the terrain. This would be burrow-time * burrow-depth *DelayForHardness.

There should also be weapons which target (via a specialist sub-surface radar, naturally) these burrowed units. The animation would have to be a terrain-deforming shot which appears to move underground, while dealing damage above ground (where the unit is really) doing any splash damage to burrowed units only.

Then there's the topic of sub-surface intel, 'thumper' units to give sub-surface radar coverage.

Line all those ducks up and you have EarthTerror: Spring. So now we have a roadmap, who wants to build it? I don't have the time (or the expertise) myself.

The Collective
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SwiftSpear
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Post by SwiftSpear »

Alantai Firestar wrote:That would ahve to be built by the player, untill zaphod fixes the GAIA player allowing mappers to add untis as features.

If you want the whole camera can view it thing I did suggest multiple heightmaps in a thread a while back but it was met with great cotnroversy.
I acctually started tinkering with multiple heightmaps. I'm pretty sure it is possible, but the acctual implimentation of it was signifigantly beyond my scope as a C++ programmer. If you want to take a swing at it come chat with me... I hang out at #TASpring on gamesurge.
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SinbadEV
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Post by SinbadEV »

Tremmors VS Sandworms!
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AF
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Post by AF »

Swift, MSN or email. I have neither the time or resources to go in the gameroom ro on an IRC server.

And if I downlaoded an IRC client I would be banned from ym stepdds comptuer idneifnately and you would not see me again for a very long time.
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SwiftSpear
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Post by SwiftSpear »

Alantai Firestar wrote:Swift, MSN or email. I have neither the time or resources to go in the gameroom ro on an IRC server.

And if I downlaoded an IRC client I would be banned from ym stepdds comptuer idneifnately and you would not see me again for a very long time.
MSN it is then. How do you find all the time to do all the great coding you do without your own PC?

[edit] SwiftSpear@hotmail.com that is assuming microsoft hasn't deleted my account due to inactivity or something.
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AF
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Post by AF »

I dont.

My computer has no net access. It used to have net access but that was untill the 8 year struggle between "No internet" and "Internet" changed completely. My stepdad bought a new computer and demanded that we use ti and it only to go online, he imposed a schedule, and a set of rules, and if we dotn stick to it then I get my net access taken away.

I have 7:00-8:30PM GMT on a weekday & 4-6PM on a weekend.

But my own computer is still in my room, running okish, but well enough to playtest and code.
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NOiZE
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Post by NOiZE »

libary's got net access :D
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AF
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Post by AF »

1 hour fo free access then you have to pay. You also need to be a member of the library.

Also i want usb access so I couldnt do that, the computers there are crap, and I moved house so now it takes me an hour to walk there. I spend all my money as it is on lunchmoney and train fairs for school, and any spare I get goes to exam fees, so after ym first hour I'd have nor easont o anyways.

So I shall anticipate the next question:

Why not use net acecs sin school?

Oh btu I do, I send all my emails to triaxx etc. However my account in school is heavily restricted, no removable media, spring sites are blocked, no sourceforge, no fileunvierse, nothign with the words Supreme commander in the contents, no cotnrol panel, no right clicking, and if I find a way tog et aroudn them (which I know of), I would be thrown out fo my 6th form and become totally reliant on my stepdads computer. And if that happened my parents would say I have no business being online and I would be crippled computerwise.

So why not use a friends computer?

Because they know how long I would end up spending on their computers and they would like to use ti themselves. Every now and again I might sign itno msn but I couldnt sped a few hours checkign thgins ro coding.

So noize, whya re you on the offensive so much? You're tryignt o find fault with as many thigns I say as possible, waste my time, ridicule me? Why? Whatever I've doen to make you do this, you havent PM'ed me ro mailed me about it or tried to resolve it at all, you've just been plain rude about ti and I dont like ti and I think it isnt just damaging to me, its doing the same to you, even though you or your associates may not, it'd be obvious to someone who just reads, who isnt personally attacthed to you.

If you have a problem, sort it out, or at least explain it. Dont do things like this.
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NOiZE
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Post by NOiZE »

owh man you're life must be hard.

i'm just kidding with you... you are way to serious.
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jcnossen
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Post by jcnossen »

I hang out at #TASpring on gamesurge.
#sy on quakenet doesn't require registration.... How busy is the gamesurge taspring channel anyway?

And AF, I think you picked the wrong school ;)
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AF
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Post by AF »

too serious or not, I dont like your attitude to me lately so please just dotn comment unless you really have to, or wait till I'm in a more polite mood
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