MicronWars!
Moderator: Moderators
- Razorblade
- Posts: 47
- Joined: 11 Jul 2009, 14:51
Re: MicronWars!
Gameplay has gone back to origin.(to porcy with building outposts)
only the outposts can still build defenses (except artillery)
the buildtruck can build the artillery and some defs
outpost capturing goes faster now,
only the outposts can still build defenses (except artillery)
the buildtruck can build the artillery and some defs
outpost capturing goes faster now,
Re: MicronWars!
Maybee add a Covert OPs Units (Invisibel Builder, able to build drop troopers)? I plan to do something similar for the journeyman in my mod..
Re: MicronWars!
I think I know why limited metal did not work for you.
Just to make sure, how you installing goes like this:
copy
gg_metalspot_finder.lua & tp_limited_metal.lua
from my map into your Luarules\gadgets\
open up tp_limited_metal.lua
and look for this: (line 22 to 31)
Add two -- in front of make_lower_spots_unlimited ()
or just delete the line.
Now the problem is that on some maps gg_metalspot_finder.lua thinks the map is a metal map (like speedmetal etc) and returns not metal spots. It even does so on some normal maps.
In case you want to mess around with it, it works on these maps:
Badlands
Aliendesert
To make it work on all maps with a little dirty fix, do this:
open gg_metalspot_finder.lua
Search for this:
Its there twice, line 206 & 217
change it to
Just to make sure, how you installing goes like this:
copy
gg_metalspot_finder.lua & tp_limited_metal.lua
from my map into your Luarules\gadgets\
open up tp_limited_metal.lua
and look for this: (line 22 to 31)
function gadget:Initialize()
mSpots = GG.metalSpots
_G.mSpots = mSpots
--Spring.Echo ("#mSpots:" .. #mSpots)
--Spring.Echo ("Game.extractorRadius:" .. Game.extractorRadius)
for i, g in pairs(mSpots) do
mSpots.metal = 500
end
-- make_lower_spots_unlimited ()
end
Add two -- in front of make_lower_spots_unlimited ()
or just delete the line.
Now the problem is that on some maps gg_metalspot_finder.lua thinks the map is a metal map (like speedmetal etc) and returns not metal spots. It even does so on some normal maps.
In case you want to mess around with it, it works on these maps:
Badlands
Aliendesert
To make it work on all maps with a little dirty fix, do this:
open gg_metalspot_finder.lua
Search for this:
Code: Select all
Spring.Echo('<GG.metalSpots> Mass metal detected. Disabling.')
return {}
change it to
Code: Select all
Spring.Echo('<GG.metalSpots> Mass metal detected. There might be TROUBLE.')
--return {}
- Razorblade
- Posts: 47
- Joined: 11 Jul 2009, 14:51
Re: MicronWars!
and here is the version with the limited metal
http://springfiles.com/spring/games/micronwars
a lot of changes made to the costs of tanks,planes,buildings,defenses.
try it :D
http://springfiles.com/spring/games/micronwars
a lot of changes made to the costs of tanks,planes,buildings,defenses.
try it :D
Re: MicronWars!
heh, I did not expect you to make a release with this so quickly.
Anyway, if you want something nicer then the red/green shapes around spots...ie it would be possible to inform the metal pumps of how much metal is left and they could adjust their animation based on that. (like pieces of ore come out of the mine at times, delays between ore pieces get longer and finally it stops completly)
Would also be possible to spawn different (based on remaining metal) CEG effects at the spots, like an oil fountain or smoke.
Anyway, if you want something nicer then the red/green shapes around spots...ie it would be possible to inform the metal pumps of how much metal is left and they could adjust their animation based on that. (like pieces of ore come out of the mine at times, delays between ore pieces get longer and finally it stops completly)
Would also be possible to spawn different (based on remaining metal) CEG effects at the spots, like an oil fountain or smoke.
- Razorblade
- Posts: 47
- Joined: 11 Jul 2009, 14:51
Re: MicronWars!
it would be nicer if the amount just counts down above the mex and if reached 0 the mex goes in off position
Re: MicronWars!
aaaaaaaaaaarggh fuck you! off all possible ideas you must choose the one that seems most obvious but is hardest to make.
Basically there are 2 problems. Not impossible but still kind of meh:
1) Getting the excact amount of metal remaining.
I do not know how often the engine updates resources. (probally every frame)
The gadget will have to run its calculations as often as the engine.
At the momet it checks the spots once per second. (Sounds unprecise but in practice is not possible to notice.)
If the engine updates resources every frame then the gadget would have to do the same to keep the displayed number precise. Probally will not matter much CPU wise but it is not really nice.
2) I am not very familiar with Springs graphic drawing thing, esp. (custom) fonts and make UI stuff is annoying in general. So it would just be a bland number that floats in the air.
But also:
I believe having icons, text and numbers floating around in the game world look stupid. By this logic you could replace every unit explosion with a "this tank is destroyed" message. But then the weapons and the whole game would feel boring. In the same way a grey circle on the grass with 2000m floating above it does not look valuably.
Show not tell.
Spring is already full with abstract numbers everywhere, please think of something a bit more awesome.
Of course number + effect/graphic/animation could also be combined.


Basically there are 2 problems. Not impossible but still kind of meh:
1) Getting the excact amount of metal remaining.
I do not know how often the engine updates resources. (probally every frame)
The gadget will have to run its calculations as often as the engine.
At the momet it checks the spots once per second. (Sounds unprecise but in practice is not possible to notice.)
If the engine updates resources every frame then the gadget would have to do the same to keep the displayed number precise. Probally will not matter much CPU wise but it is not really nice.
2) I am not very familiar with Springs graphic drawing thing, esp. (custom) fonts and make UI stuff is annoying in general. So it would just be a bland number that floats in the air.
But also:
I believe having icons, text and numbers floating around in the game world look stupid. By this logic you could replace every unit explosion with a "this tank is destroyed" message. But then the weapons and the whole game would feel boring. In the same way a grey circle on the grass with 2000m floating above it does not look valuably.
Show not tell.
Spring is already full with abstract numbers everywhere, please think of something a bit more awesome.
Of course number + effect/graphic/animation could also be combined.
- Razorblade
- Posts: 47
- Joined: 11 Jul 2009, 14:51
Re: MicronWars!
ok, for start i think the removal of the red square would be sufficient for now
i will think of something new :D
i will think of something new :D
Re: MicronWars!
But there are only green octagon and red triangles. 
But you can adjust those shapes quite easily in tp_limited_metal.lua:
line ~100:
Putting -- in front disables them.
You can also try adjusting the others numbers ie the gl.Color., I think its quite obvious

But you can adjust those shapes quite easily in tp_limited_metal.lua:
line ~100:
The blue line draws the triangle (on empty spots) and the red line draws the octagon (on full spots)if (m == 0) then
gl.Color(1, 0, 0, 1)
--gl.DrawGroundCircle (x,0,z, 100, 3)
else
gl.Color(1-(m/500), m/500, 0, 1)
--gl.DrawGroundCircle (x,0,z, m/10, 8 )
end
Putting -- in front disables them.
You can also try adjusting the others numbers ie the gl.Color., I think its quite obvious

Re: MicronWars!
make nuclear boom everytime a unit dies
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: MicronWars!
Mexes can change animation based upon how much is being mined. Come on... this crap was in OTA.
Razorblade you just need to add it to your script.
Razorblade you just need to add it to your script.
Re: MicronWars!
but would also trigger if you estall.Mexes can change animation based upon how much is being mined. Come on... this crap was in OTA.
The way to go is have the gadget use Spring.CallAsUnit (mex,..blabla)
then in the mex script you would have something like:
remaining_metal (metal)
if (metal > 500) then fast_pump_animation () return end
if (metal > 100) then slow_pump_animation () return end
if (metal == 0) then stop_pump () return end
end
- Razorblade
- Posts: 47
- Joined: 11 Jul 2009, 14:51
Re: MicronWars!
version 0.021 is released !
http://springfiles.com/spring/games/micronwars
read description for changes
have fun :D
http://springfiles.com/spring/games/micronwars
read description for changes
have fun :D
- Razorblade
- Posts: 47
- Joined: 11 Jul 2009, 14:51
Re: MicronWars!
Micronwars is getting updated !
with some new models
don't know what more i gonna change
0.22 is gonna have some new tank models
with some new models
don't know what more i gonna change
0.22 is gonna have some new tank models
Re: MicronWars!
Haha, modding the meanest of all drugs got to him again. :D
Glad you are back in the Ring!
Glad you are back in the Ring!
- Razorblade
- Posts: 47
- Joined: 11 Jul 2009, 14:51
Re: MicronWars!
downloading
Re: MicronWars!
http://springfiles.com/spring/games/micronwars
no screenshots
nothing showing WHAT I AM DOWNLOADING BEYOND A CHANGELOG NO ONE CARES ABOUT. changelogs only make sense when people are already playing it. When people are not playing it you need screenshots and a description of what it is.
I have no clue what I am looking at
no screenshots
nothing showing WHAT I AM DOWNLOADING BEYOND A CHANGELOG NO ONE CARES ABOUT. changelogs only make sense when people are already playing it. When people are not playing it you need screenshots and a description of what it is.
I have no clue what I am looking at
Re: MicronWars!
After playing second-last version yesterday I feel still like posted here:
http://springrts.com/phpbb/viewtopic.ph ... 8&start=37
There is not much tactic, grab all the resources you can get and make as many units as you can. Not the kind of rts I like, it feels too spam-blobarmy-of-tanks like.
In kernel panic that gameplay works because games are only a few minutes long. In MW games are long and it feels too drawn out, though others might enjoy the epic battles. Maybe just a matter of taste.
Graphics are okay I guess and there is no error spam or anything like that, so it is pretty playable. It is also no BA clone so worth a download.
http://springrts.com/phpbb/viewtopic.ph ... 8&start=37
There is not much tactic, grab all the resources you can get and make as many units as you can. Not the kind of rts I like, it feels too spam-blobarmy-of-tanks like.
In kernel panic that gameplay works because games are only a few minutes long. In MW games are long and it feels too drawn out, though others might enjoy the epic battles. Maybe just a matter of taste.
Graphics are okay I guess and there is no error spam or anything like that, so it is pretty playable. It is also no BA clone so worth a download.