hide terraformed area when not scouted

hide terraformed area when not scouted

Requests for features in the spring code.

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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

hide terraformed area when not scouted

Post by manolo_ »

hi,

as the topic says and a known issue/problem. when u start a 1v1 u could see where the enemy starts, while his buildings change the ground, but u havent scouted that area yet. so what i want:

-hide this terraforming, if no one scouted it yet
-make it visible after some team/player scouted it
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: hide terraformed area when not scouted

Post by Das Bruce »

That's so mtr it hurts.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: hide terraformed area when not scouted

Post by Google_Frog »

Still, the idea is good it's just that noone has implemented. Holding multiple heightmaps for pathing and displaying may well be to complex.

As a workaround for building terraform ground deformation can be removed from buildings.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: hide terraformed area when not scouted

Post by manolo_ »

Das Bruce wrote:That's so mtr it hurts.
mtr?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: hide terraformed area when not scouted

Post by CarRepairer »

manolo_ wrote:
Das Bruce wrote:That's so mtr it hurts.
mtr?
Monthly Topic Rotation. In other words, it's been requested 9999999 times.
Google_Frog wrote:Still, the idea is good it's just that noone has implemented. Holding multiple heightmaps for pathing and displaying may well be to complex.
It's worth it. Seeing terraform changes outside LoS is a major bug in the game, as much as seeing anything else like units or features.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: hide terraformed area when not scouted

Post by Tribulex »

i agree with my dickbrother
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: hide terraformed area when not scouted

Post by Caydr »

Would be very nice to have. Currently it's something that can be fixed on a per-structure basis with something I delude myself into believing is clever modding.
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