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Posted: 24 Sep 2005, 02:56
by Warlord Zsinj
It is very impressive that he managed to accomplish all that all by himself...

Can anyone provide a compiled version on fileuniverse or something?

Posted: 24 Sep 2005, 02:58
by mongus
zuzuf? and complain about some features?... :lol:

wonder if he wants a port for fanatic ota players, sounds like.

Posted: 24 Sep 2005, 03:59
by Gnomre
SwiftSpear wrote:
Zoombie wrote:Well seince both progects are trying to do the EXACT same thing, why dont we just all work togther. I would like to see lava spurts on lava maps! That would rock!
If map features supported animation it would be pretty easy to do.
2D animations would look like trash in a 3D engine. Giving features scripts and animating 3D objects wouldn't look much better. Giving features scripts and giving all scripts access to the particle engine in game... Well, maybe then we can talk :twisted:

Posted: 24 Sep 2005, 05:31
by Warlord Zsinj
I don't know, I've seen sprites immitating things in a 3D sense, and being pulled off quite well. The sprite soldiers in the Shogun and Medieval total war battles, for example. It can be done and pulled off quite well, when enough care goes into the sprites.

Posted: 24 Sep 2005, 17:31
by AF
Mwha, I say give features scripts, that at least gives mapmakers a GAIA player, for example you could script a plant feature to eat units nearby, or traps..... And sub-AI behaviours in the engine are enough to drive any mobile untis to attack the player when in LOS.

Posted: 24 Sep 2005, 20:54
by Dwarden
traps like muds , moving sands , breaking ice @ freezed rivers / lakes ? o.O not bad idea at all :)

Posted: 25 Sep 2005, 17:50
by AF
As it stands is it only features that can be used as features or could you make a map and use AK's or peewees as features? If so do they mvoe ro are they living statues?

Posted: 25 Sep 2005, 18:05
by mother
Alantai Firestar wrote:As it stands is it only features that can be used as features or could you make a map and use AK's or peewees as features? If so do they mvoe ro are they living statues?
Let me see if this code snippet from the engine helps:

Code: Select all

	std::vector<string> files=CFileHandler::FindFiles("features\\corpses\\*.tdf");
	std::vector<string> files2=CFileHandler::FindFiles("features\\All Worlds\\*.tdf");
(At the moment only features can be features)

Posted: 25 Sep 2005, 18:59
by Guessmyname
yeah, letting us add units to maps would let us make booby traps and such stuff

Posted: 25 Sep 2005, 19:00
by AF
Or bridges? A variation on zwzsg bridge made for spring, maybe just edited to look like a map feature, one that doesnt fold etc...

Posted: 25 Sep 2005, 21:42
by zwzsg
I'd need some way to know the unit ID range before using my bridge script on a larger than experimental scale.

And features you can walk over would feel much more natural than my conveyor belt script.

Posted: 26 Sep 2005, 00:35
by FLOZi
Couldnt you set a transport to repeat, with load and unload areas, hence making a 'bridge' without having to check through all the ids?

Posted: 26 Sep 2005, 09:41
by Justin Case
yes thats possible, I do it all the time since someone showed me

Posted: 27 Sep 2005, 00:49
by zwzsg
Yeah true, I should stop re-using TA tricks and consider all that Spring has to offer.