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Posted: 16 Feb 2007, 04:49
by SpikedHelmet
Image

You have to build airfields over thermal vents. Eventually we hope to have some sort of better alternative, but it's that way to stop plane spamming (as planes are very powerful).

Posted: 16 Feb 2007, 09:19
by Tobi
Maybe you could have a normal unit limit, now that is implemented in Spring? (ie. max. 1 airfield per player)

Posted: 16 Feb 2007, 09:21
by FLOZi
There are now ways to limit the numbers available to build through the fbi, spiked, however, me and Nemo kind of like the geo's for their terrain control aspect.

edit: Tobi got there first!

Posted: 16 Feb 2007, 09:41
by SpikedHelmet
Oh. Well then... :P

Posted: 16 Feb 2007, 13:36
by smoth

Posted: 17 Feb 2007, 08:16
by Dash_Riprock
Mobile anti-aircraft seems too effective vs infantry. It can out range anti-tank, tank bullets, and can outrun infantry, avoiding being swarmed. A single truck can take out huge amounts of infantry until you get a lucky mortar shot.

Posted: 17 Feb 2007, 11:22
by 1v0ry_k1ng
mines currently give +1 longistics, they should give -1

Posted: 17 Feb 2007, 12:57
by FLOZi
1v0ry_k1ng wrote:mines currently give +1 longistics, they should give -1
That is so that they can remain cloaked.

Posted: 17 Feb 2007, 13:04
by 1v0ry_k1ng
if thats the reason why not make it cost no energy to cloak? creating resources make so sense. making large minefields is oddly benefical. and it also means your opponent cant find the mines when everything else is defeated.

Posted: 26 Feb 2007, 23:29
by SpikedHelmet
If your opponent just sits there with nothing but cloaked mines after you've raped him, just exit the game. Or walk around until you trigger them.

And IIRC something about mines means they'll ALWAYS decloak with 0 energy, no matter what. Ghey.

Anyway:
Image

Posted: 27 Feb 2007, 03:39
by smoth
looks good but can you show me on a brigher map? If this is a normal map the texture contrast is still too low becuase it looks muddy in this shot.

Posted: 28 Feb 2007, 05:24
by SpikedHelmet
no, infact, I can't. :D

Posted: 05 Mar 2007, 10:25
by scottdog
Been a while since i last checked back on this mod, and those shermans look great!

Things seem to be moving along well with this mod.

Posted: 11 Mar 2007, 18:42
by zwzsg
So I tried it yesterday, and I must say, it feels very SupComish!

Let me explain:
- Units are tiny*, and undistinguisable at normal zoom. Heck, I can't even distinguish live units from corpse.
- As soon as you zoom a bit away, they get replaced by large clear icons.

Therefore, if you want to have any chance of understanding what's going on, you have to play with the icon view. Just like SupCom.

Exemple:

There is a scout, one sniper, and two anti tank men in that picture. Can you spot them?

Image



And now?

Image




I know it's not exactly your fault a guy with a gun looks just like a guy with a gun, but IMO currently it's a serious flaw that we have to play with icons. Unless you feel it's ok this way, but if so, you can stop working on all your ultra realistic modelling, texturing and animation right now, they're useless, no one's gonna see them in actual games.



* Tiny compared to:
- their speed
- how far they are spaced
- buildings
- the map

Posted: 11 Mar 2007, 19:44
by 1v0ry_k1ng
yes its true. atm it can only be played with icons...

Posted: 11 Mar 2007, 20:00
by Zoombie
Or you can zoom in a whole lot :D

I've actually been pretty good at telling unit from unit in SupCom...generally through the "If it's shooting lasers, it's a laser tank" and "Useing control groups" methods.

But thems are nice icons, even though the anti-tank guys look like they might be confusable for other things that have tripods, like machine gunners and stuff...till I noticed the rocket. Then it was pretty definitive.

Posted: 11 Mar 2007, 20:25
by Neddie
I play at unit level.

Posted: 11 Mar 2007, 20:47
by FLOZi
I play at group level, negating the need to know individual units.

Posted: 11 Mar 2007, 20:53
by Nemo
Zwzsg, I entirely agree - in fact, the icons were first created to HIDE the models, because at that time we didn't have any pretty content to show off.

Unfortunately, you realize the problem; they're already textured to be rather different, but since s3o cloaking removes their textures, we can't use that. Short of scaling up every model in the game, there isn't a whole lot we can do.

We do plan on scaling things up by about 50% at some point (which still probably won't be enough, but it'll help), we just haven't found the time to run through every unit in the game and do so quite yet.

Hopefully the s3o cloaking bug will be fixed soon as well, since then the different textures on the various infantry will help for telling them apart.

Posted: 11 Mar 2007, 21:37
by KDR_11k
About your mine problem, I've scripted mines to explode the moment no friendly non-mine units are left in Kernel Panic KDR Edit 7.

Code: Select all

CheckForSurvivors()
{
	var id;
	//this function checks if any friendly non-mine units are still alive and detonates the mine if not
	for(id = get MAX_ID; id>0; --id) { //iterate through all units
		if (get UNIT_ALLIED(id)) { //see if it's friendly
			if ((8*65536)-1 != (get UNIT_HEIGHT(id))) { //check for units of radius != 8 (for some reason the radius is 1 unit smaller than it should be), should mean everything that's not a mine
				id=(get (MAX_ID))+1; //this check is done because we've found a survivor, go back to the beginning of the unit list and wait a bit
				sleep 5000;
			}
		}
	}
	//if this is reached there are no living non-mine friendlies so we detonate the mine
	emit-sfx 4096 from base;
}
For this to work you need to add a weapon strong enough to destroy the mine as weapon1 and adjust the height comparison to use the radiuses your mines have (for s3o it's radius*65536, for 3dos you'll need some other tools to determine that, e.g. the counter). You might also need to add the UNIT_ALLIED constant to your header files if you didn't add the Spring get constants yet.

This implementation should be fast enough since usually it will stop looking after ~5 units since it would hit your commander if it still lives. You can adjust the sleep value to make the mines trigger faster at the cost of more CPU time although it shouldn't use much either way.