Will tunnel building be possible? - Page 2

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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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Chill boys :P

I don't have a car, so every time i need to get somewhere, I gotta call one of my friends. The key is to make lots of friends. Not like good good good friends, just people who wouldnt mind doing favors for you once in a while.

Ask them if you can pop on their computers once in a while, and cycle through them do they dont get annoyed. Friends can be very helpful, just be sure to preoprly reciprocate by buying dinner once in a while for them or inviting them over for parties or whatever :P
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Veylon
AI Developer
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Post by Veylon »

I have much the same problem as AF. I can't get online from MY computer, but I can from the library, college, or my dad's. The problem is that I can't upload or download anything unless I'm at the library because only they have Zip Drives in their computers.
So, I'll have to wait 'til next time to download 0.66 and make my AI compatible with it.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Zip drives, those never really caught on did they.
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FizWizz
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Post by FizWizz »

no they didn't, I made the jump straight from floppy to flash drive myself.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

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
FFS What have I done to offend you lately?
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Tired
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Post by Tired »

Don't mind me Zaphod, but I think that he was replying to NOiZE's post above yours. ~~
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

Zaphod wrote:
I hang out at #TASpring on gamesurge.
#sy on quakenet doesn't require registration.... How busy is the gamesurge taspring channel anyway?
It's not that busy, but most of the regs are modders, so I still keep it up since I find it's a good place to ask questions about crap.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

i'm in #sy on quake net most of the time
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jcnossen
Former Engine Dev
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Post by jcnossen »

Don't mind me Zaphod, but I think that he was replying to NOiZE's post above yours. ~~
Hmm I think you're right :roll:
Pretty funny actually... this is example of me being too serious :roll:
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AF
AI Developer
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Post by AF »

^_^

If all else fails veylon print off the IGlobalAI and IAICallback files and you should get everythign you need from that.
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Targ Collective
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Post by Targ Collective »

You are most unfortunate, Alantai. But the question does come to mind; if you had Internet access when and where you chose, would NTAI fall by the wayside a bit? In any case you certainly manage your time well. Just look at that post count... But you do have my sympathy.

Anyway, this isn't what I made this topic for. Let's keep on track - who's willing to have a go at getting tunneling working? It would add real depth to Spring, a whole new strategic level, know what I mean? And yes, I'll keep punning until I get an answer, one way or the other.

EDIT: I suppose it's my fault really, I should have kept an eye on this thread. I can see... A whole page of off-topic comments. Guys, this could revolutionise Spring if implemented. Keep on-topic, hmm?

The Collective
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SwiftSpear
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Post by SwiftSpear »

Targ Collective wrote:You are most unfortunate, Alantai. But the question does come to mind; if you had Internet access when and where you chose, would NTAI fall by the wayside a bit? In any case you certainly manage your time well. Just look at that post count... But you do have my sympathy.

Anyway, this isn't what I made this topic for. Let's keep on track - who's willing to have a go at getting tunneling working? It would add real depth to Spring, a whole new strategic level, know what I mean? And yes, I'll keep punning until I get an answer, one way or the other.

EDIT: I suppose it's my fault really, I should have kept an eye on this thread. I can see... A whole page of off-topic comments. Guys, this could revolutionise Spring if implemented. Keep on-topic, hmm?

The Collective
Seriously though dude... if he had 24/7 forum access he would probably die of starvation and sleep deprivation... and that's assuming they put a fluid IV in his arm. I just wish his papa would let him install an IRC client to more efficiently waste his daily hour and a half.
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Targ Collective
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Post by Targ Collective »

I'd argue against the time being wasted. He has done more for Spring than some of the official team, and designed the best AI out there at present (even if it performs best on smaller maps).
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SwiftSpear
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Post by SwiftSpear »

Targ Collective wrote:I'd argue against the time being wasted. He has done more for Spring than some of the official team, and designed the best AI out there at present (even if it performs best on smaller maps).
Because his time isn't being wasted foruming so he has lots of time to code on his own comp :roll:

Seriously though <3 Alantai. One of my favorate comunity members when I can read his posts :lol:
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Targ Collective
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Post by Targ Collective »

I think we're getting mired deeply into the realms of off-topicness again. If we seek to build castles in the air, we need to have our feet on solid rock. That means keeping on-topic and not getting sidetracked.
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Min3mat
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Post by Min3mat »

erm this has been said. MANY times. it has been requested, MANY times. It has NOT been done because VERY few people want it done and NOONE wants to do it. if u can code it go ahead, if not don't complain about hijacking of this useless thread x,x
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SwiftSpear
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Post by SwiftSpear »

I'd like to see multiple heightmaps supported. Expecially to the extent of features as bridges and other cool things like that in game. Potentially it could even be made possible to construct buildable bridges.

Like I said before, I looked into the code to figure out if I could work up a quick fix, but there are just too many ground calls in TAS code for me to use my original solution, which was to just paint a transparent master ground over the textured slave ground. It became pretty apparent that the engine needed to build two ground classes, and then figure out which one the units were on, but I couldn't figure out how to make the units align properly to the different grounds, let alone getting pathing to work properly for them. It's possible to do... that is to say 2 interactive heightmaps... it's just way beyond my current coding capability. If someone really competent were to rip through there they could probably get something rudimentary working pretty fast, but because of the pathing stuff it would take alot longer to iron out all the bugs it would introduce to the game.

Worth trying? I think so, it's one of the big features left to be implimented into the game. Can I do it? nope. Let me get through a couple more semesters of uni coding courses and I'll take another look :P

Until then it's either going to have to be ignored or someone else will have to try it. There is a few coders here I'm sure are up to the task, however most of them are busy as all hell already.
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AF
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Post by AF »

thankyou for that ^_^.

If I had the internet access I wanted my productivity would go through the roof and I'd start a cyclical system where I pushed forward then rested to stop me simply burning out and crashing. I thrive on feedback and new information, the biggest negative fo this limited internet access is I cant acquire masses of research at home without skipping reading this forum. And if I do that I'll never catch up again.

Also i disagree now, after I'd posted the multiple heightmap idea I thought and saw that using features would be a much better situation, where all we would need is the ability to define facets as platforms, that way the entire map could be a feature, and you could build bridges, or use platforms floating in the sky, or even use a units top as a build site or platform, or soemwhere to drop off a unit, or bridge a gap. Such as using the deck fo a ship as a bridge in a very narrow pass.
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zwzsg
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Post by zwzsg »

I don't want an underground plane. The few game that had one I played don't gained from having it.

But having units able to roll and walk over the faces of a feature would be nice. But Spring's probably not the right engine for that.
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SwiftSpear
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Post by SwiftSpear »

Alantai Firestar wrote:thankyou for that ^_^.

If I had the internet access I wanted my productivity would go through the roof and I'd start a cyclical system where I pushed forward then rested to stop me simply burning out and crashing. I thrive on feedback and new information, the biggest negative fo this limited internet access is I cant acquire masses of research at home without skipping reading this forum. And if I do that I'll never catch up again.

Also i disagree now, after I'd posted the multiple heightmap idea I thought and saw that using features would be a much better situation, where all we would need is the ability to define facets as platforms, that way the entire map could be a feature, and you could build bridges, or use platforms floating in the sky, or even use a units top as a build site or platform, or soemwhere to drop off a unit, or bridge a gap. Such as using the deck fo a ship as a bridge in a very narrow pass.
That was the idea... allowing features to define a surface plate that would modify one of the transparent master heightmaps that units could walk on instead of only being able to walk on the heightmap defining terrian.
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