Spring version of Anteer Strait - Page 2

Spring version of Anteer Strait

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Tribulex
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Re: Soon to be released: Anteer Strait

Post by Tribulex »

Jools is the best!
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manolo_
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Re: Soon to be released: Anteer Strait

Post by manolo_ »

yepp. i like it, btw did ansik released his nice 1v1v1 map?
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Jools
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Re: Soon to be released: Anteer Strait

Post by Jools »

Yes, arctic inferno is released.
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Beherith
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Re: Soon to be released: Anteer Strait

Post by Beherith »

I think you nuked the texture with that command. Try using a photoshop match color operation instead.
Also, use springfiles, or attach small ones to the forum.
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Jools
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Re: Soon to be released: Anteer Strait

Post by Jools »

I will use springfiles once it's final, but it can't be final release until it has been playtested for a while.

I can't replace that blue colour in Photoshop, since it's not present there on my texturemap. I think it's still somehow a part of the texture, but it only appears after mapconv converts it.

Edit: I was wrong, sorry. This is in fact present in the texture map, it's just so similar to sea colour. I wonder if I could replace this without affecting sea colour (and hence minimap appearance).
Last edited by Jools on 19 Mar 2010, 15:18, edited 1 time in total.
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Gota
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Re: Soon to be released: Anteer Strait

Post by Gota »

Jools wrote:I will use springfiles once it's final, but it can't be final release until it has been playtested for a while.

I can't replace that blue colour in Photoshop, since it's not present there on my texturemap. I think it's still somehow a part of the texture, but it only appears after mapconv converts it.
Dont think you need to worry about play testing...It has been play tested by the OTA community.
It's a very simple concept how can it possibly be unbalanced(with the given mex distribution i saw)?
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Jools
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Re: Soon to be released: Anteer Strait

Post by Jools »

Yes, Anteer Strait is one of the original TA maps by Cavedog (in totala2.hpi, present in first release), so it's a very well known and played map.
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Jools
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Re: Soon to be released: Anteer Strait

Post by Jools »

http://www.springfiles.com/show_file.php?id=2559

I didn't find the springfiles function of how to include starting positions, so I uploaded a screenshot from minimap with them.
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Jools
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Re: Spring version of Anteer Strait

Post by Jools »

I have some extra time now and I want to finish Anteer. Only problem is that the meteorites don't work in multiplayer, only in single player. I think It's because of the place where the code is, so I paste the code here in case someone who codes better than me (almost everybody) can spot the error easily.

Should the whole code be in the synced or the unsynced part? I figured that since the meterorites don't deal any damage, they can be in the unsynced part.

Currently they are just a visual thing, but ideally they would also deal damage.

das pastebin:
http://pastebin.com/EjfhAe74
Last edited by knorke on 21 May 2011, 05:16, edited 1 time in total.
Reason: pastebin, bitches
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Forboding Angel
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Re: Soon to be released: Anteer Strait

Post by Forboding Angel »

hunterw wrote:FYI, terraindetail is a graphic setting only settable ingame with HOME and END keys, NOT from settings, and there is no documentation that refers to it anywhere that people ever read.
Not true. It helps if you take your SS out of easy mode :-)
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knorke
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Re: Spring version of Anteer Strait

Post by knorke »

I watched the map (http://springrts.com/phpbb/viewtopic.php?f=13&t=22486) for 20 ingame minutes at 15x speed and did not see any meteorites at all?
Playing direcetly via spring.exe

You could also use the spacerocks gadget from CT.
http://code.google.com/p/conflictterra/ ... erocks.lua
CT meteorites are units, can do damage on impact, can slide down slopes, can remain on the map after impact, the trail is a CEG effect.
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Jools
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Re: Spring version of Anteer Strait

Post by Jools »

Yeah, I didnt have any particles either now when I tried it, it says my hardware doesn't support shader, even though I have same hardware as a year ago when I amde the map. Maybe some changes to the opengl method or something.
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Jools
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Re: Spring version of Anteer Strait

Post by Jools »

knorke wrote: You could also use the spacerocks gadget from CT.
http://code.google.com/p/conflictterra/ ... erocks.lua
CT meteorites are units, can do damage on impact, can slide down slopes, can remain on the map after impact, the trail is a CEG effect.
I tried to implement that, it's still work in progress, but one problem seems to be that the meteorites are units in fact, because that causes spring to render them on the minimap as radar blobs. And for some reason they also become paralysed when impacted.

What's a CEG effect, some native effect in spring?

I guess it would work if the units die when impacted (and leave a rock instead of a corpse), but it would make more sense to spawn them as weapons instead, that's how ota does it too.
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knorke
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Re: Spring version of Anteer Strait

Post by knorke »

one problem seems to be that the meteorites are units in fact, because that causes spring to render them on the minimap as radar blobs.
but thats a feature! But I am sure there is some way to make units not show up on minimap. (stealth, very small unit icon or just a tag)
for some reason they also become paralysed when impacted.
They die and get replaced with another unit. (so you can have a flying rock model and a shattered rock model on impact)
Can your unit die correctly scriptwise?
The unit they get replaced with is defined the meteors unitdef as customparameter impactunitname
(also explained at top of gadget)
If no impactunitname is given, they just disappear iirc.
What's a CEG effect, some native effect in spring?
particle effects etc.
defined by the game and usually in gamedata\explosions\
remove the lines with spawnceg bla if you dont want them.
t it would make more sense to spawn them as weapons instead, that's how ota does it too.
Can spring Lua even create weapon projectiles at x,y,z? I see no advantage of weapons over units anyway...
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Jools
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Re: Spring version of Anteer Strait

Post by Jools »

At this moment the meteors are invisible when falling and only become visible at impact, so i guess there is something missing in the bmeteor definition.

If the falling meteorites have a tag, that's nit a big deal, but if all the falling rocks that remain are tagging then it clutters the game. Also there was a bug that caused the tags to grow like a black hole. It was actually quite scary :)
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knorke
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Re: Spring version of Anteer Strait

Post by knorke »

Jools wrote:At this moment the meteors are invisible when falling and only become visible at impact, so i guess there is something missing in the bmeteor definition.
Is meteor unit visible when you spawn it with /give?
If not there is probally not unit radius set in upspring.
Gadget already uses Spring.SetUnitAlwaysVisible(meteorID, true) which should make falling meteors visible even outside LOS.
if all the falling rocks that remain are tagging then it clutters the game.
you can take out the part where it creates the impacted rock or give the meteor unitdef a wreck so it leaves a feature on impact or whatever you want..its pretty flexible i think.
Also there was a bug that caused the tags to grow like a black hole. It was actually quite scary :)
should only happen if you use /cheat /luarules reload while a meteor is in-flight. Then they contiue to travel forever downwards and Spring thinks units under the terrain should have a way big icon ;)
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Jools
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Re: Spring version of Anteer Strait

Post by Jools »

knorke wrote: you can take out the part where it creates the impacted rock or give the meteor unitdef a wreck so it leaves a feature on impact or whatever you want..its pretty flexible i think.
Ok, perfect, that's what I want. I either want an explosion on sea and rock on land, or explosion on both places. I'll just have to tweak it more. But do I have to include the CEG in the map, firetrail2 I think it's called, or is it present in xta/ba/other mods?
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knorke
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Re: Spring version of Anteer Strait

Post by knorke »

firetrail2 is a CEG in CT.
I actually never tried putting a ceg into a map but I dont see a reason why it should not work.
Guess you can just try to copy it.
Also it something really unique like jools_anteer_strait_comet_trail so the name will not collide with a name from any game.
I either want an explosion on sea and rock on land, or explosion on both places.
Can also be set at top of file:
local maxWaterDepth = -20 --(water is always at 0) how deep may the water be that meteors will appear above that spot or roll into it without disappearing?

Ah yes, CT guys wanted it so that meteors do not fall into the water because CT miners can not reach them there.
Since you make a water map you probally dont want that.
To make meteors fall everywhere edit
local meteorSpawnX, meteorSpawnZ = randomMapSpot (LAND,30)
replace LAND with LAND_WATER. (actually anything != LAND will work, just noticed thats unfinished :roll: )
Or make the 30 (how often a new random spot is chosen if its not on land) a 0.
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FLOZi
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Re: Spring version of Anteer Strait

Post by FLOZi »

CEG's require entries for their textures in resources.lua, so depending on how the mod and map handle that, including a CEG in a map certainly can be problematic, unless it uses only the default textures provided by the engine.
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Jools
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Re: Spring version of Anteer Strait

Post by Jools »

Well, are there some default CEG:s in the engine that I can reference? Currently I'm testing with one from xta I think, called "REDLIGHTBOMB", present in /gamedata/explosions/redflare.tdf.

There are two problems at the moment:

1) meteors seem to always spawn at ground height, or a bit below even.

This function will ignore the y component that is passed to it for some reason:

Code: Select all

local meteorID = Spring.CreateUnit(meteorDefName[meteortype], mx, mh, mz, "n", Spring.GetGaiaTeamID()) -- will ignore Y and spawn at ground level
2)When scanning for Unitdefs with the customparams tag, it somehow scans alll the unitdefs except the ones I made, for ba and xta it scans some 400 unitdefs but misses "bmeteor" (bmeteor.lua in Units). Earlier it did scan this file too, but I must have changed something somewhere, and now it doesn't. For some reason, it does find bmeteorimpact.lua, so I modified that file and added a customparams tag. I tried copying a new bmeteor from CT archive, but it's still not found.

From infolog.txt (unitid, unit.name)

Code: Select all

[f=0000000] spacerocks.lua: looking for spacerocks unitdefs
[f=0000000] Spacerocks: 1, ap_peewee
[f=0000000] Spacerocks: 2, arm_adv_aircraft_plant
...
[f=0000000] Spacerocks: 207, block
[f=0000000] Spacerocks: 208, bmeteorimpact
[f=0000000] spacerocks.lua: found unitdef with ismeteor tag:bmeteorimpact
[f=0000000] Spacerocks: 209, boa
...
[f=0000000] Spacerocks: 444, wargod
[f=0000000] Spacerocks: 445, yeomen
[f=0000000] Spacerocks: 446, zulu
[f=0000000] Loaded gadget:  Space Rock          <spaceparticles.lua>
Can there be some other file that prevents this files bmeteor.lua (and a copy cmeteor.lua) to be scanned? I know it sounds really weird.

By the way, I wanna thank the community for helping out, you are really great.
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