Dude, please play a bit with the game and look around
the wiki before posting such request.
First post:
(1) ALREADY IN
(2) ALREADY IN
(3) ALREADY IN
(4) ALREADY IN (don't you see all those mods being played in the lobby?)
(5) Ok, water doesn't flow yet, but I thought
water looked good enough on high ends PC.
(6) I
already scripted that in TA, same code would work in Spring too. I'd just have to use those new script "get" to make it adapt better to unitlimit and check the team the upgrade belongs to. One could say it's not hard coded into Spring but just a script workaround, but at the end, what matter is that it does the job, no?
(7) ALREADY IN press L to see it better
(8) Uh? Whadayamean? Well, there's already advanced metal extractor that extract more metal than regular one, so I guess that point is already covered.
(9) ALREADY IN just it's called reclaiming the building with a construction unit
(10) I heard Ground_Zero added that in his WD mod
(11) Sorry, Spring isn't a C&C clone. Nor a WC3 ork clone. I once made a bunker for TA, it should work in Spring too as soon as the isairbase=1; tag works correctly. It's not exactly a neutral building that you move unit in, more a building that you own that grab all infantry that comes near, though.
(12) Not sure what's pixel shading. But is isn't it one of those things supported in the new model format or the new new map format?
(13) I shall try weapons with negative damage once. If not, as soon as set HEALTH get included in the source for real, won't be hard to script infantry to self heal when near an ambulance.
(14) Go record some! I saw some soundpacks at FileUniverse too.
(15) As said, unlike TA, Spring support kamikaze craft. But if you meant dive bomber that do crash into target, ok, fair, that's one suggesting not in that I never heard.
(16) Not sure if killed script can be non instant already. If they are, it's just a matter of writing the collapsing animation.
BounceAmount: Just make a map with a bouncy heightmap. Would make no sense to have some unit keeps bumping into small rocks disregarding the terrain.
Cangoinreverse: Ok, first one that you can't already do in current Spring. But have no worry it's already been suggested a gazillion time.
TurretTurnSpeed: ALREADY IN It's controlled in the script. You can use whatever speed you want. Wait, what's the diff between that and your TurretXRate?
TurretTurnLimit: ALREADY INThere's some new Spring only FBI to limit turret arcs. Look into them.
TurretTurnRate: ALREADY IN It's controlled in the script. You can use whatever speed you want.
TurretPitchRate: ALREADY IN It's controlled in the script. You can use whatever speed you want.
Threatlevel: Player just learn how dangerous each unit is, and I guess IA just have to guess it based on MaxDamage, weapon damage, cost, etc... Maybe it could simplify AI coding, but I truely doubt the whole usefullness of a unit can be summmed in a single thread value. I mean, the condition of use often makes all the difference.
ScanForEnemies: Love it when the explanation explains nothing. I mean when I saw "ScanForEnemies" I had no idea what it was for, but then you explained that it meant "do we scan for any enemies ??", and suddendly, I didn't understood any bit more. If it's radar, there's already a tag for that. If it's sight, there's already a tag for that.
Treadtexture = blah.tga ; ALREADY IN, funny that you pasted it right under trackType=StdTank; because, mind you, trackType=StdTank; means use "\bitmaps\tracks\StdTank.bmp"
Geometry: Gah, I won't go again about how Spring use footprint then use sphere in its collision check. It's well know that the Spring collision system perfect is not perfect and there's already lots of threads about it.
GeometryIsSmall: LoL. That tag makes no sense. Unless you have only two sizes of units. I don't get how you don't see the redundancy of that tag with the tree next.
GeometryMajorRadius: None of the shape you listed needs two radius to be defined
GeometryMinorRadius: None of the shape you listed needs two radius to be defined
GeometryHeight: Currently it's automatically determined from the model. The code could use some improvement though, as for instance the krogoth has its "get UNIT_HEIGHT" accross the waist, and the collision sphere passing through neck.
So overall, 80% of your suggestion are already in. But it's hard to tell, because there's so many senseless suggestions. If we discard what's already in, what's possible but not widely used yet, what doesn't make sense, what's already been discussed to death, there's only the "dive bomber" suggestion left, and even, that's only if you mean it like German Stukka, that dive, bomb, then go up again, and not like late war Japanese aircraft.