Time to make Spring really STRATEGIC - Page 2

Time to make Spring really STRATEGIC

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

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

emmanuel wrote:the scale problem is now very important
when you size an human look the trees and your foot print is 0.2 or 0.3
=so i prefere have a big green box and keep the trees
SWta choose to have troopers same high a spine tree
after test i agree smooth when said commander is a goldorak like with crew pilot located in head and windows are eyes of the robot

=the real problem is how to modelise a drone subsized to an human ???
A: I can never understand your posts. Maybe it's because of an ESL issue, but your grammar is worse than Alantai's typing.

B: The scale problem is being solved the wrong way - I mean, at some point there must be a grid, and as such there must be a minimum unit size. So there must be a 1x1 unit that is the minumum size. The problem isn't then that troopers are too big, but that trees are too small.

Ultimately, the featuremap has a bias towards trees. The trees should be generalized into standard features, really. That is, there should be a way to make any feature have some or all of the functionality that trees provide, including:
1) LOD
2) knock-down when trampled by units
3) can be lit on fire
etc.

Then modders could design their own, larger trees, shrubs, etc. at whatever scale they see fit, and make maps that are designed to look good for their mod.
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

sure tree can be scaled (not by ME) but think about the other extremity too=
the footprint 4 5 6 seems not very working so
footprint wish for my mod =
minirobot drone 1;
human2;
light vehicle3;
tank4;
specialunits5;
bigs6;
can be suficient
but factory are now 10
is a problem to go to 30footprint?
actually my humans are footprint1 green box is 3x larger than unit 3do...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

the lit on fire thign can easily be tide itno the engine, all it would take is a single line of code linking the internal value to the tdf value...

I'm guessing soemthign similar for the fall down, however with thatf eature ti'd be possible to define it so that when they fell they turne dinto a flattened tree.

infact ti may be possible todo that already. Define feature files for tree1/2/3/4/5/6/7/8/9/10/11/12/13/14/15/16 and see if you can add extra properties to the existing trees such as nonreclaimable or corpses
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

You can already set features on fire (shot the palms on aftershock, there features, and you get a big forest fire :-) )

Falling down would be nice.

But whats sorly needed is corpse degeneration... IE a feature is hit enough it dies and is replaced by teh next corpse down its list. Also scriptable features would be nice. And I would have thought it wernt so hard to do...

aGorm
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

hihi
i think another important feature is the corpse REgeneration
yes like black and white
after 15 minute gaming forest are in fire and tree will must born and raise randomly for have a nice map always and increase the buildind dificulty and the crushing new feature very impresive
about crushing always ununderstanding why some unit nocrushing with corect movinfo.tdf...
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

What needs to be done is whatever needs to be done to let us have trees as features, with all of the feature-definable tag stuff. I'd like non-flammable trees, because it doesn't make sense in a WW2 sense that you shoot a tree and all of Russia burns down.
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

i think non flammabl is bad solution
but a limited flamability is great
in weapon file you can define the incendiary propriety of weapon 0 to 1 (0.2 0.9 etc) it s the same parameter maybe to use for a fire tree or reverse this for an unflamability feature like a rock can burn(nuclear hot) with 0.9 ,a tree desertic tree 0.1 ,and a aquatic tree 0.6 :::
same for the crushible ground a uncrushable is bad but very hard is cool (i prefere very soft)sand rock metal or normall grass
el_muchacho
Posts: 201
Joined: 30 Apr 2005, 01:06

Post by el_muchacho »

To post 1 > I think it's time to stop posting suggestions that are mere ripoffs of ideas for SupCom.

First, it is lame, second, it won't work in Spring, third, it can only attact problems to the Spring community, fourth, I don't want to see GPG have the same fate as Cavedog.

If you want to make Spring more strategic, post ORIGINAL ideas, thank you. I did in the past, and I think my ideas were much more interesting that what you've posted here.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i think another important feature is the corpse REgeneration
yes like black and white
after 15 minute gaming forest are in fire and tree will must born and raise randomly for have a nice map always and increase the buildind dificulty and the crushing new feature very impresive
normally aGorm is the first to say this...
THE TREEEEEESS
:{D
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