Page 3 of 3

Re: Proposal: Add basic mapoptions to base content

Posted: 18 Feb 2010, 09:57
by Auswaschbar
FLOZi wrote:
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.)
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.
Erm, no, I don't think so. Even I don't know that.

Re: Proposal: Add basic mapoptions to base content

Posted: 18 Feb 2010, 17:04
by FLOZi
1. You start a game, your units can't cross the shallows.
2. You restart game with a lower water setting.
3. ...
4. Profit!

Re: Proposal: Add basic mapoptions to base content

Posted: 18 Feb 2010, 23:34
by hunterw
Tobi wrote: To make a wet map dry the mapoptions can simply increase maxHeight by -minHeight and set minHeight to 0.
don't do it like this please, set minheight at 100 to keep craters from opening up lakes in the bottom of "dry" maps

Re: Proposal: Add basic mapoptions to base content

Posted: 21 Feb 2010, 03:22
by Nemo
Given that most of the debate seems to be occurring around the 'wet' option, is there perhaps consensus on adding a 'dry' option to base content?

Making maps which have rivers set to very specific depths for particular games 'dry' would open them to various other games, which seems like a good thing to me (as a game dev), and would provide a mapper with a wider audience without having to release multiple versions of the map.

Re: Proposal: Add basic mapoptions to base content

Posted: 23 Feb 2010, 09:29
by Google_Frog
I have actually tested raising/lowering water. On a 16x16 map I experienced less than a second freeze, the freeze was just a little blip but unfortunately I think it would be too noticeable for use ingame (some kind of superweapon).

To show how easy it is I just added it to CA.

Code: Select all

function gadget:Initialize()
	if modOptions.waterlevel and modOptions.waterlevel ~= 0 then
		Spring.AdjustHeightMap(0, 0, Game.mapSizeX, Game.mapSizeX, -modOptions.waterlevel )
	end
end
It really is just as simple as this.

Re: Proposal: Add basic mapoptions to base content

Posted: 23 Feb 2010, 09:51
by Tobi
For a mapoption you want to do it in the SMD so you don't trigger full repathing while game is running. (and so you don't have the 1 sec spike)