Explosions & Weapons - Page 2

Explosions & Weapons

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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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

I dont see what the problem is here, your arguing about nothing. Have you not noticed that in every relase bugs are stamped out AND new featurs are added. This is how it should be. This can be implamented at teh same time as the bug fixing (And this version ismuch more stabel if you ask me, I'v actully played 2 games! I havent even had 1 befor now!)

aGorm
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

i wonder how much time it would take to implent a nice flash as in TA or something simular...

It would increase the "woooooooowwww-factor" a lot.
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AF
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Post by AF »

Not that much, though there are people who think its the same as an actual screnflash where the whole screen blinks for a sec with blinding light.

And nobodies made use of multistage weapons and explosions yet....
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NOiZE
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Post by NOiZE »

the flash should be like 4 times the radius of the unit..
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

i (finally) got my hands on Visual C++, so i can help with this sort of thing :-)

i would be happy to try to implement multi-stage explosions. When i recompile the edited code, do i just recompile the whole folder, just that file, make it into a dll???

p/ml me for a very inexpensive way to get visual c
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AF
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Post by AF »

What version of VC++? It ahs to be at least from VS .Net 2003 or later to compile spring
Sheekel
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Post by Sheekel »

Visual Studio 6.0 8)

----Taken from spring readme----

How to compile
--------------
To compile sources you need Visual C++ 6.0.
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jcnossen
Former Engine Dev
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Post by jcnossen »

Hmm, that's an error in the readme, very likely spring will not compile on vc6. However if you still try be aware of the fact that some cpp files are in the source but shouldn't be compiled in the exe. (For example BFReadmap.cpp)
Sheekel
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Post by Sheekel »

so what do i need to compile. Just the edited file, or the entire source?



:-) :( :o :shock: :x :lol: 8) :? :P :oops: :cry: :evil: :!: :wink: :roll: :twisted: :?: :idea: :arrow: :|


(i got bored with the emoticons)
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jcnossen
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Post by jcnossen »

The edited file?

Basically you just need VS .NET 2003. I just tested compiling with vc6, but it just gives lots of errors.

For more info about compiling:
http://taspring.clan-sy.com/wiki/Development
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AF
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Post by AF »

VC++ 6 wont compile spring, I repeat it doesnt have the necessary support for class templates to finish compiling spring.

The SY's used VS .Net 2003. Just downlaod the cvs open the project in VS and build.
Jon Micheelsen
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Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

I've made a graphics pack for good old TA that adds hundreds of new explosion fx, all starting in a white circular flash, so that every single unit has it's own unique explosion fx. I've btw done the same with the fire and hit sounds...
I've done a similar project for Masters of Orion 3...

None of this stuff has ever left my HD nor been published, so I have all the animations and sounds lying around... The animations vary in framerate a bit, but in avarage they're about 15 frames

Now, If Spring can be made to play an animation at random in addition at the epicenter of the current explosions offcourse scaled to the proper size and displays so they always turn and look correct to the camera, I'll gladly do the nessesary frame work...

If Spring can be made to play a random sound for each explosion I'll also gladly mix and sample the nessesary sounds. To maintain the different hit sound styles I could make it so that for instance tanks had one class of sounds, arty another, lasers yet another, ect. ect...

Lastly I'll also gladly make all new fire sounds for every single weapon, so that all copyright issues concerning sounds could be eliminated once and for all...

What about that?

Jon M.
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Min3mat
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Post by Min3mat »

do it. now. =P
that would be cool 8) to say the least 8)
Sheekel
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Post by Sheekel »

wow...talk about dedication.....or idle hands....

whichever the reason may be, DO IT!
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Tim Blokdijk
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Post by Tim Blokdijk »

Jon Micheelsen wrote: Lastly I'll also gladly make all new fire sounds for every single weapon, so that all copyright issues concerning sounds could be eliminated once and for all...
That will be a great thing to have fixed, show some work to SJ he can include it.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Alantai, I agree with everythin you just said. The explosions in OTA had this amazing oumf which I have no idea how they achieved in such an old game. Seriously, it was SO satisfying just blowing up a KBoT lab with 30 hammers. I mean, the atmosphere was thick with power!

I don't know if this would look good at all, but how about using 2d explosions like in OTA, that just looked the same from all angles? It might actually look quite impressive (of course, it might not.)
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NOiZE
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Post by NOiZE »

imo the explosions just miss the big white flash like they had in OTA. maybe the actual explosion animation could be enlarged twice, but mainly the big white flash on the ground is missin...imo...
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Currently, Spring uses a combination of 2D and 3D explosions, mostly 2D for smaller ones, once it starts growing in size, a larger 3D explosion is formed (which looks quite impressive).

I do feel a need for custom models for explosions and have explosions that are composed mainly of firey particles which look much more realistic IMO.

The smoke is already great, a Flash would definitly be nice, based on the damage of the explosion I guess and support for clustered weapons would be nice too ;)
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AF
AI Developer
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Post by AF »

Yes that really is dedication, that would go a long way. However the oomph as doomweaver puts it. The ground in the viscinity should shake, flashes too...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Yes 2D sprites arent enouh in spring you will need to have some way to order them in 3D also. Currently we have no real interface for doing this just C++ code that can be changed.
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