Suggestion: speed controlling

Suggestion: speed controlling

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Wanna this?

Yaa
25
66%
Naa
13
34%
 
Total votes: 38

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Suggestion: speed controlling

Post by TradeMark »

This feature has 2 advantages:

1) you can fake your units look like bigger units on radar, because you could set them move slower.

2) you could move one big group with same speed into the destination, without waiting others.

And of course we cant move faster than it is possible to that unit...

AND NOO NOT MOD SPECIFIC SETTING!! THIS HAS TO BE GLOBAL SETTING.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

There are many issues, such as animation timing.
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

might be possible if spring could slow down all the animation instruction speeds proportionaly to the units speed. . . althought how it would hangle <now> I don't know.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

There's a command that does this but there's no GUI tie in atm...

You could put together a groupAI to take advantage of it in the meantime..
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Well, animation timing doesnt matter, only the movement speed. I dont care if it looks stupid when some fast unit moves slow, but its legs are still moving fast :D
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Um, the interpolate / timing commands in Spring could even slow down the unit animations just fine. I just don't see this as something people would use a lot, myself...
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TradeMark
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Post by TradeMark »

Can someone of those 3 people say why they voted "no" ?
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Needs to be mod side. Although I still voted yes.
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TradeMark
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Post by TradeMark »

Nobody will use it if it is mod sided, FFS!!

Spring never goes better if every new feature is mod sided!!
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

Argh wrote:Um, the interpolate / timing commands in Spring could even slow down the unit animations just fine. I just don't see this as something people would use a lot, myself...
I would, very useful for getting mobile jammers to move at the same speed as a group of units.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

TradeMark wrote:Nobody will use it if it is mod sided, FFS!!

Spring never goes better if every new feature is mod sided!!
No no no, this is totally backwards. Spring never gets better if modders have a billion locked in features that they are forced to use. Everything short of the way the engine renders maps, the way it renders models and the way units determine that they shouldn't just be falling through the ground should be modifiable mod side.

It's BAD BAD BAD development practice to lock content and features. This is the kind of thing that should be mod side AI controlled. Just because it's good enough that virtually every mod would use it doesn't mean that every mod should be forced to use it.

There are justifyable reasons why I might want one or all of my units not to have that kind of control over thier speed.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

TradeMark wrote:Nobody will use it if it is mod sided, FFS!!

Spring never goes better if every new feature is mod sided!!
Sheilds say otherwise.

/edit/
Make it a toggle.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

SwiftSpear wrote:No no no, this is totally backwards. Spring never gets better if modders have a billion locked in features that they are forced to use. Everything short of the way the engine renders maps, the way it renders models and the way units determine that they shouldn't just be falling through the ground should be modifiable mod side.

It's BAD BAD BAD development practice to lock content and features. This is the kind of thing that should be mod side AI controlled. Just because it's good enough that virtually every mod would use it doesn't mean that every mod should be forced to use it.
This doesnt change the gameplay, so it should be toggled on by default,
and modders could toggle it off if it is so dangerous in their mods.
SwiftSpear wrote:There are justifyable reasons why I might want one or all of my units not to have that kind of control over thier speed.
You could toggle it on/off with some button ofcourse!!!
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

animation timings trademark.

What really needs to happen is the units in TA mods speeds be standardized.

Darn near every TA lv1 vehicle moves at a different speed. Lv 2 is kinda the same.

If the normal attack units and their backup units moved at the same speed then you wouldn't have this issue.

Of course the scouts are their own story.

And I voted no BTW. Because it would be absolutely retarded to see the thud animation moving at normal speed but the unit actually moving at the speed of a sumo.

I understand what you're trying to get done here, but it's the wrong way to go about it imo.
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TradeMark
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Post by TradeMark »

IF this is the wrong way to do it, what is the right way? THERE IS NOT!

We just need to learn how to make unit animation timing dynamic.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

TradeMark wrote:IF this is the wrong way to do it, what is the right way? THERE IS NOT!

We just need to learn how to make unit animation timing dynamic.
Yes, but if you used a blanket animation timing slowdown it would also slow down aiming anims, hammers hatches popping iopen etc.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Err, damn net hicups.

anyway, I typed a long(page plus) explanation.

here were the key points.

I said no.

Reasons:

It will look ugly:
Man in running animation has a lower posture and a wide gait in his stride.
man walking has a steady and upright posture with a small gait.

Slowing down a running animation does not equal a walking one.

You really do not know what you are talking about. Animation as I said earlier is a complicated subject.I would not be opposed to it as a feature but being forced in is plain idiotic. Sure, I could pull it off with tanks... but that is not all of the units in spring.

What would be more prudent is this idea:

Instead of slowing down units in spring. Have the faster units simply wait every X distance. This will allow many units to catch up while not looking too terribly ugly.
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Das Bruce
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Post by Das Bruce »

That would be a whole different kind of ugly. Ideally, although it would mean more work, would be to have another animation for slow movement.
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Eaglebird
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Joined: 02 Aug 2005, 23:49

Post by Eaglebird »

I thought about this once.

If it's implemented globally, this won't work, but if it's on unit by unit basis or can be modified per unit, I think that the aircraft that can't hover shouldn't be able to slow down.

Just thought I'd say that. :roll:
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Oh okay, so this will never work.
Lets forget this then.

Though, i thought nothing is impossible to program...
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