Love for LOS View - Page 2

Love for LOS View

Requests for features in the spring code.

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raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Love for LOS View

Post by raaar »

very_bad_soldier wrote:Its no news but I think one of spring's biggest flaws is the lack of a correct display of LOS range. Units popping out of nothing is not nice, also I think newbies (and probably all other rts gamers) expect a LOS view.

Here are some points I think would be great to have in L-View:
-working shadows
-higher refresh rate of LOS range
-better resolution of LOS map
was going to post a new thread for this, but found this one. This is a few months old.

So many requests, and so much developer time tampering with other stuff, and they skipped something so primary like the broken LOS system.

When i started playing spring i wondered why LOS wasn't shown. It was only 2 months or so into the game that some1 told me about the L key.

I also found the colors confusing at first.

imo there are two sets of issues.

Issues regarding appearance:
- lack of shadows (this fails)
- low los resolution

Issues regarding gameplay:
- way too low refresh rate (especially for fast moving units...Just pick a scout plane and fly it around, zoom out, and you can see the los "circle" badly off sync with the current position)
- enemy player built features like dragons teeth should remain hidden until they are revealed.

btw, what's the criteria for seeing gun flares effects and other effects on areas that are "hidden"? Should there be one?

Imo the los view (without colors) should be made default.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Love for LOS View

Post by smoth »

It should not be as los view disables shadows. Also such a thing belongs as lua code because not every project is ba.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Love for LOS View

Post by CarRepairer »

raaar wrote:- way too low refresh rate (especially for fast moving units...Just pick a scout plane and fly it around, zoom out, and you can see the los "circle" badly off sync with the current position)
This can be changed in the mod (modrules.lua los table).
raaar wrote:- enemy player built features like dragons teeth should remain hidden until they are revealed.
Again, mod can change this (modrules.lua featureLOS table)
raaar wrote:btw, what's the criteria for seeing gun flares effects and other effects on areas that are "hidden"? Should there be one?
Again, mod. Each weapon effect can be set to be seen in LoS only, or in airlos (bigger kind of los) or always visible.
raaar wrote:mo the los view (without colors) should be made default.
There's a widget that does this called autolos. Again, it can be placed in a mod and on by default.
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: Love for LOS View

Post by oksnoop2 »

Actually it's called togglelos, I just put it in ct last night. Thanks for rezzing this rar. Playing with visible, not purple los is nice.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Love for LOS View

Post by CarRepairer »

oksnoop2 wrote:Actually it's called togglelos, I just put it in ct last night. Thanks for rezzing this rar. Playing with visible, not purple los is nice.
Not the one I'm talking about. http://springrts.com/phpbb/viewtopic.ph ... 74#p384874
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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Re: Love for LOS View

Post by very_bad_soldier »

The main difference is that ToggleLOS also toggles radar while AutoLOS toggle LOS only. Which to prefer is probably just a matter of taste.
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: Love for LOS View

Post by oksnoop2 »

With ToggleLos I can view los and radar? I guess that explains the two tones of los i was seeing. Do you know if one will preform any better than the other. I noticed my frames dropped a bit with toggleLos.
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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Re: Love for LOS View

Post by very_bad_soldier »

The widgets contain actually just one or two lines of code. They do nothing more than pressing 'L' at the start of the game which enables spring's build-in LOS view which does cost fps.
In that LOS view you can also toggle radar/jammer-view by pressing ';', what ToggleLos does for you also once (it actually disables radar view).
So performance wise they are the same.
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Love for LOS View

Post by raaar »

CarRepairer wrote:
raaar wrote:- way too low refresh rate (especially for fast moving units...Just pick a scout plane and fly it around, zoom out, and you can see the los "circle" badly off sync with the current position)
This can be changed in the mod (modrules.lua los table).
raaar wrote:- enemy player built features like dragons teeth should remain hidden until they are revealed.
Again, mod can change this (modrules.lua featureLOS table)
raaar wrote:btw, what's the criteria for seeing gun flares effects and other effects on areas that are "hidden"? Should there be one?
Again, mod. Each weapon effect can be set to be seen in LoS only, or in airlos (bigger kind of los) or always visible.
raaar wrote:mo the los view (without colors) should be made default.
There's a widget that does this called autolos. Again, it can be placed in a mod and on by default.
great, there's some lua where i can change everything! It was obvious...silly me.

[looks for modrules.lua stuff]

the mod i'm working on has modinfo.tdf instead, should be equivalent. It has:
[Sensors]
{
[Los]
{
LosMipLevel=0.1; //was 4
AirLosMipLevel=0.1; //was 5
LosMul=0.1; //was 1
AirLosMul=0.1; //was 1
}
}

The thread asking for documentation on modrules.lua has a link to the CA example and it has the same attributes.

I've been testing and it seems the Mip levels control the los resolution (lower is better), and the multipliers affect the range (should be 1.0).
Where can i change the refresh rate...?
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