Re: Proposal: Add basic mapoptions to base content
Posted: 04 Feb 2010, 15:13
Wet/Dry options can't be done from modoptions, which is why I want to retroactively add them to all old maps via base.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
My response to this would be to fix the "can't be done from modoptions" part.FLOZi wrote:Wet/Dry options can't be done from modoptions, which is why I want to retroactively add them to all old maps via base.
Map (and its option code) is loaded before mod, afaik. Meaning that isn't really practical.SinbadEV wrote:My response to this would be to fix the "can't be done from modoptions" part.FLOZi wrote:Wet/Dry options can't be done from modoptions, which is why I want to retroactively add them to all old maps via base.
Argh threatens to take back his contributions.SinbadEV wrote:No! I'm not sure if we should call this kind of reaction a Smoth-gasm, Argh-rage, AF-drop...
praise buzz? This crap was done 6 months ago and people are still just now looking at it. It was included in gundam rts and people could give two fucks. In general I saw my work as ignored and I was fine with that. I was temporarily elated that someone else found something I wrote useful. then immediately disappointed to see a community member I respect, Z, rip it apart rather than ask questions about why it was done the way it was.SinbadEV wrote: I understand when people demonstrate a lack of appreciation for your hard work it is upsetting... but the loud-minority that harshes your praise-buzz shouldn't stop you from contributing.
By what method? Spring.AdjustHeightMap / Spring.SetHeightMapFunc? You know as well as I do good sir that that method is computationally expensive (and does not change the F2 map), whereas the mapoptions have access to the smd and can change min/max height in the blink of an eye.zwzsg wrote:A dry option can perfectly be a modoption.
I should probably have mentioned that I tried to do it that way first.zwzsg wrote:Well, if it's only done once at startup, and use the SetHeightMapFunc, it's not that bad. Maybe two more seconds in a 10 second loading. I had not noticed about the F2 map though. So yeah, doing it map side would be best.
I tried Xenolithic V4, ATI driver errored out, screen went black, alt-tab and ctrl-alt-suppr did nothing, had to reboot. A bit like CA. I suspect some bug was introduced in 0.81 as I never had such severe issues in previous version of Spring.Beherith wrote:ZW, have you tried the map xenolithic v4? That should have working snow for you.
Not wetness, dryness maybe, but def not wetness.FLOZi wrote:I'd like to see a wetness (perhaps Map Default/Dry/Half/Double options), invert heightmap and night/day control retroactively applied. With the code rewritten to always default to the maps original configuration in all aspects.
And they will be, for new maps. The point is to fulfil missing functionality in current maps with no mapoptions of their own.Auswaschbar wrote:Yes. I don't think there should be any mapoptions forced for maps by default. All those stuff should be opt-in by the mapper.
Beherith wrote:Not wetness, dryness maybe, but def not wetness.
Invert heightmap is a gimmick I have never seen anyone use it. No need or point in using it.
Day/night will have color issues.
Snow, rain and fog should be possible with the least amount of hiccups.
Yeah, they have no mapoptions of their own. So its natural to assume mapper didn't want any mapoptions in them.FLOZi wrote:And they will be, for new maps. The point is to fulfil missing functionality in current maps with no mapoptions of their own.Auswaschbar wrote:Yes. I don't think there should be any mapoptions forced for maps by default. All those stuff should be opt-in by the mapper.
Not really. Noone was really using mapoptions until a month ago. Most mappers aren't lua coders. And as I said, default options will leave it as designed. It'll add to the possibilities, not detract.Auswaschbar wrote:Yeah, they have no mapoptions of their own. So its natural to assume mapper didn't want any mapoptions in them.FLOZi wrote:And they will be, for new maps. The point is to fulfil missing functionality in current maps with no mapoptions of their own.Auswaschbar wrote:Yes. I don't think there should be any mapoptions forced for maps by default. All those stuff should be opt-in by the mapper.
If you miss certain stuff in particular maps, go make mutator. But please leave current maps as they were designed.
To make a wet map dry the mapoptions can simply increase maxHeight by -minHeight and set minHeight to 0.FLOZi wrote:
- So we still need to rerelease maps for 'flooded' or 'wet' versions? What difference does it make if we dry a wet map vs flood a dry map?
Easy enough to disable the option entirely if the min/maxHeight is not found in SMD (or otherwise accessible).Tobi wrote:To make a wet map dry the mapoptions can simply increase maxHeight by -minHeight and set minHeight to 0.FLOZi wrote:
- So we still need to rerelease maps for 'flooded' or 'wet' versions? What difference does it make if we dry a wet map vs flood a dry map?
(Random thought: if minHeight and maxHeight are not specified in the SMD, can Lua actually access them at the time the SMD is being loaded, and mapoptions are being applied? If not, then a dry option is impossible.)
I disagree, I think making it user settable makes perfect sense. The player knows what water depth is suitable for the game they are playing. The mapper, clearly, can not ever know that, unless they force their map to only play one game.To make a dry map wet at least you need to know how wet it should be. There is no clear way to automatically decide this value, and to make it user settable doesn't make a lot of sense, frankly. (You need testing to find what water height works properly.)