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Posted: 16 Feb 2006, 19:14
by IMSabbel
Das Bruce wrote:as much as it would take away from TA...
For anyone else who didn't notice the bolded text it would be a...
MODDING OPTION
Er, just for your information, do you have ANY idea how complicated this would be to implement?
Thats like asking. " i want quake style levels... as a modding option..."
Posted: 17 Feb 2006, 03:02
by SwiftSpear
IMSabbel wrote:Das Bruce wrote:as much as it would take away from TA...
For anyone else who didn't notice the bolded text it would be a...
MODDING OPTION
Er, just for your information, do you have ANY idea how complicated this would be to implement?
Thats like asking. " i want quake style levels... as a modding option..."
That is the big issue with the spring engine. It's a very powerful rendering engine with tonnes of capabilites but is extreamly hardcoded to a very specific gameplay type. Alot of what zaphod has been working on is ways to remove the hardcodedness of all the increadible features and give them more modular systems. Hopefully in the future things like this will be available as modding options because they game won't be so hardcoded up that we can't manipulate unit pathfinding and movement AI on the mod code level.
Posted: 17 Feb 2006, 03:37
by Das Bruce
IMSabbel wrote:Das Bruce wrote:as much as it would take away from TA...
For anyone else who didn't notice the bolded text it would be a...
MODDING OPTION
Er, just for your information, do you have ANY idea how complicated this would be to implement?
Thats like asking. " i want quake style levels... as a modding option..."
Not as hard as you might think depending on the way it was implemented.