Kustorion Mod(Pendrokar ended developing) - Page 4

Kustorion Mod(Pendrokar ended developing)

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Pendrokar
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Joined: 30 May 2007, 10:45

Re: Kustorion Mod (For now)

Post by Pendrokar »

Tech 3 Minigun - Image
(Would it hold?) :|
Tricount - 222

Hmm it's 11. June! Zpock said he will continue to work on Lua Weapons Script after this date! :o
BTW got 4 members(including me) to help this mod(ALL CONCEPT ARTISTS :cry: but each with their own other specialty :-) )
I have made a forum at our moddb.com Kustorion Mod development group. To speak about the design of the mod there go here - http://www.moddb.com/groups/metal-fatig ... ard/design
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rattle
Damned Developer
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Re: Kustorion Mod (For now)

Post by rattle »

I see clipping
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Pendrokar
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Re: Kustorion Mod (For now)

Post by Pendrokar »

So which mod should I use as a base?
For now I am influenced towards the features of Complete Annihilation! :roll:
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Pendrokar
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Re: Kustorion Mod (For now)

Post by Pendrokar »

Hmm had been thinking about how to make the chassis system for the mod. I won't use the system as Pxtl and rcdraco said, because that would mean unit-weapons would affect the unit limit too much.
Zpock said that I should first really find an engine wise way to do it.

Too bad that the weapons are really turrets and I cannot set one weapon for multiple turrets that target on their own. Though for Kustorion I was thinking that I could have one very fast rate of fire weapon that would be divided to a number of turrets and so on... But they all would still aim and shoot at one target :?

So the only way I see it is a unit having a number of blank pieces as weapon parts that not all will be used. Add LUA based weapon models which would be sticken to the unit chassis and the animation would be based according to BOS/COB parameters that would be sent to the LUA script. The weapon itself would be just a turret that does nothing but aim to targets that it can fire against(Primary weapon problem though). And then this leads to one thing LUA based weapons implementation for turrets, because there is no way to change the weapons themself's or have them fire a different shot!
Milagro
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Joined: 26 Jun 2008, 17:47

Re: Kustorion Mod

Post by Milagro »

I love this idea I would like to help in anything you nedd, just I need first to now how to alter metal fatigue files
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Pendrokar
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Re: Kustorion Mod

Post by Pendrokar »

Milagro wrote:I love this idea I would like to help in anything you nedd, just I need first to now how to alter metal fatigue files
First read the whole discussion in this thread then you will know why we can't use anything from Metal Fatigue and this is not a Metal Fatigue Mod but Spring Mod/Game!
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Gota
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Re: Kustorion Mod

Post by Gota »

So is this mod about constructing units using different parts?
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Pendrokar
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Re: Kustorion Mod

Post by Pendrokar »

Gota wrote:So is this mod about constructing units using different parts?
Well the chassis are determined and can have added different weapons! Though it is not certain but... Customizable mechs like the ones in Metal Fatigue will also be in this mod!
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Zoy64
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Re: Kustorion Mod

Post by Zoy64 »

im a good stat balancer, i can do the fbi files
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Pendrokar
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Re: Kustorion Mod

Post by Pendrokar »

Without a devised system it is hard to focus on this mod. So here is a Chart about how the Weapon system will and should work! Know that I changed something in the design of this mod that is that in Weapon and Device labs chassis units won't get the stuff added from them but from an Vehicle Assembly. So the Labs will just build the needed stuff for the unit.
So I will use COB weapon aiming, but shoot the weapons with LUA weapons. Every Chassis unit will have a NOWEAPON as the primary weapon which range will be changed according to the weapon that has the shortest range in the unit's arsenal.
Here is the Chart(though short but there is much work involved) -
Image
P.S. Vertical shot missiles(Diplomat/Dominator Missiles) won't have the same system as this chart Because they don't need a turret that aim's.

EDIT: In chart by paralysing comes COB animation stopping...
EDIT2: Oh yes and I forgot about rotation on turrets which would be a variable that comes with the piece relocation(LUA->COB)
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Pendrokar
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Re: Kustorion Mod

Post by Pendrokar »

just gotten to only "Weapon add when press"! Now the hardest part is the non-normal placement of turrets, which really no other mod uses!
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Pendrokar
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Re: Kustorion Mod (For now)

Post by Pendrokar »

While taking a view through the stats on Weapons at wiki here - http://spring.clan-sy.com/wiki/Weapon_Variables
There are just too many things that would be needed to create as LUA weapons. Zpock won't really have a problem with his space mod, because he won't need ballistics or reflective shields!
Now going back to my quote...
Pendrokar wrote: I won't use the system as Pxtl and rcdraco said, because that would mean unit-weapons would affect the unit limit too much.
This is starting to sound not that bad idea, but it would really still affect unit limit too much(lets say you got 10 battleships which each have 16 weapon slots that would be 160+10 units).
Here is my similar idea about this. I could create the weapons as point size units only when they are needed. That is when the weapon needs to shoot a unit-weapon is created->unit-weapon shoots->unit-weapon is removed/destroyed after the shot.
So if the unit limit is 5000 with about 4000 chassis and non-chassis units already created. There would be a very very very slight chance that there would be 1000 unit-weapons created(not saying that the 1000 units would be reserved for shooting).
This would lead to no need to use LUA weapons, but might have some perfomance issues with all creating destroying of the unit-weapons.
EDIT: One more thing. I could still use LUA weapons for lasers and other weapons not effected by gravity dis including missiles and rockets!

Comments...
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Pendrokar
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Re: Kustorion Mod

Post by Pendrokar »

Oh great. It was all fun and roses until I ended up with one problem. The COB aiming can either be hitscan, beamweapon and a ballistic weapon.
In one way I could have three different weapons to each slot and aim with the one I need, but a unit with more than 10 slots coudn't have that many weapons and weapons velocity or any other parameter that can change coordination cannot be changed so the aiming would be correct!
Means I would have to have LUA do all the calculation on three different weapon types. Obstacle and terrain detection as well as shot coordination to hit target which I wanted to do for a widget. - viewtopic.php?f=23&t=13465&hilit=prediction
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Hoi
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Re: Kustorion Mod

Post by Hoi »

So, updates?
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panzeriv2
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Re: Kustorion Mod

Post by panzeriv2 »

I think the project died.
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Pendrokar
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Re: Kustorion Mod

Post by Pendrokar »

panzeriv2 wrote:I think the project died.
I think you're misinformed. I don't want to mess with Spring Engine(reading that I need sort of programs I don't understand how to use and what are they for(in wiki Engine Development)) to get what I want...


Misinformed because(from Moddb):
Jun 20 2008, 5:45am says: Online

Not that important to be put as news:
For now the Chassis system creation is being devised. Might take a while to do the system right. For now it seems I will have to do this and leave modeling and texturing for later.

Jul 1 2008, 6:43am replied: Online

The only update at the moment is that the weapon system(with that chassis system) is devised and now needs to be worked on!

Jul 25 2008, 8:55am replied: Online

some aiming problems that would make aiming delays for units...

Aug 11 2008, 8:24am replied: Online

Haven't yet found out a fix for last issue! If whole Spring Engine editing wouldn't be so complex then I would have gotten in it and made a patch to get custom weapons for this mod!
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Pendrokar
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Re: Kustorion Mod

Post by Pendrokar »

Why didn't anyone tell me this?
You can manipulate Unit/Feature/Weapon definitions with synced lua
code, but you have to use: .editdefs (it's a safety precaution, data values
are unchecked). This may be changed at a later date (but checks for any
accessible data type would have to be added). Just changing a definition's
value also means that you'd have to create a new unit/feature/weapon to
see the change.
But I somehow cannot make any changes from what is written in this thread - viewtopic.php?f=23&t=9337
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KaiserJ
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Re: Kustorion Mod

Post by KaiserJ »

not quite sure how i managed to miss this thread

i had a similar idea to this recently; i made a thread about it

http://spring.clan-sy.com/phpbb/viewtop ... 14&t=16211

:O i really like your idea, and would love to help, especially in the realm of making / animating models or other visual work. however, im a complete noob in terms of making things to work with spring. perhaps i could make some models or do some uvw mapping to see if you approve? pm me if you're interested.
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Pendrokar
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Re: Kustorion Mod

Post by Pendrokar »

I am not baking pancakes. :roll:

That is with what my brother bothered me when I made a lot of games on Games Factory and maps for Warcraft III.

But I am going from RTS to FPS mod development! RTS is not my type of game so why should I make a game that I have just slight interest in. RTS games can have epic battles and interesting tactics that is all I like about em!

This mod would be unique if you erase Warzone 2000 from sight. :lol:

Hopefully though KaiserJ did not lose the enthusiasm and will take over this project. If he asks to take over this thread admins can do that.

Nothing had been done for this mod since the last posts :oops: . Customization system was done by Regret for his game... yet at the wrong engine for the game type. But it won't work for this game because the player does not aim the units... the units themselfs do which means rewriting movement prediction in lua(might not be as hard as I imagined). :roll:

If the vehicle weapon customization might be taken off then a M.A.X. type attribute research could be added easily because LUA supports that. Having both would make it too complex.
And combots(name probably trademarked)/robots could have BloX type customization.

- Pendrokar
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REVENGE
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Re: Kustorion Mod

Post by REVENGE »

Pendrokar wrote:I am not baking pancakes. :roll:

That is with what my brother bothered me when I made a lot of games on Games Factory and maps for Warcraft III.

But I am going from RTS to FPS mod development! RTS is not my type of game so why should I make a game that I have just slight interest in. RTS games can have epic battles and interesting tactics that is all I like about em!

This mod would be unique if you erase Warzone 2000 from sight. :lol:

Hopefully though KaiserJ did not lose the enthusiasm and will take over this project. If he asks to take over this thread admins can do that.

Nothing had been done for this mod since the last posts :oops: . Customization system was done by Regret for his game... yet at the wrong engine for the game type. But it won't work for this game because the player does not aim the units... the units themselfs do which means rewriting movement prediction in lua(might not be as hard as I imagined). :roll:

If the vehicle weapon customization might be taken off then a M.A.X. type attribute research could be added easily because LUA supports that. Having both would make it too complex.
And combots(name probably trademarked)/robots could have BloX type customization.

- Pendrokar
Sorry to see you go Pendrokar, there were some really good ideas going into this mod.

All the best with FPS development. :-)
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