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TA:K

Posted: 13 Jun 2007, 11:11
by Necronator
Someone should make a Total Annihaltion: Kingdoms mod.

Posted: 13 Jun 2007, 11:21
by tombom
you can't there's no melee

are you volunteering

Posted: 13 Jun 2007, 11:22
by Necronator
No way, I can not mod. Anyways it would be easy to make melee, set the range to very very low or something.

Posted: 13 Jun 2007, 11:24
by Machiosabre
Necronator wrote:No way, I can not mod. Anyways it would be easy to make melee, set the range to very very low or something.
someone make this man lead developer! Brilliant!

Posted: 13 Jun 2007, 11:40
by AF
I think we've tried doing that. The damage calculations just dont work that way so you end up with little army men attacking a building but never doing any actual damage, because the aoe never reaches the units center

Posted: 13 Jun 2007, 11:49
by Necronator
well, if you changed every hit sphere to just fit the exact size of the object, tho every hit sphere would have to be different, or make everything relatively the same size

Posted: 13 Jun 2007, 11:50
by FLOZi
Someone already ported TA:K ages ago

Posted: 13 Jun 2007, 11:59
by KDR_11k
Do you know how many people tried implementing melee so far?

Posted: 13 Jun 2007, 14:49
by imbaczek
How many of those tried to hack the engine instead of BOS? Actually, as I've never played or modded TA:K, what's required for melee to work?

Posted: 13 Jun 2007, 17:23
by KDR_11k
We tried to get melee into Spring and yes, we have tried all kinds of ways. Never played TAK either but for melee we'd need being able to have units connect to each other without one trying to run away and that working between any sizes of units.

Posted: 13 Jun 2007, 17:43
by Pxtl
The problem is that tons and tons of aiming and damage-handling code would need to be revised. Imho, the revision is necessary, as this is really a bug that exists for any case where you're attacking a much-larger target with a short-ranged weapon.

Basically, the problem is that all distance calculations to target need to be calculated from the target's surface, not from it's centre. Theoretically simple, but tricky to actually do.

Plus, it could create more problems when/if more complex collision geometry is supported (why I prefer the multi-sphere approach to complex-collision-geometry - simply use the sphere that is at the lowest distance, where distance is as the definition above).

Posted: 13 Jun 2007, 18:18
by Neddie
Pxtl wrote:The problem is that tons and tons of aiming and damage-handling code would need to be revised. Imho, the revision is necessary, as this is really a bug that exists for any case where you're attacking a much-larger target with a short-ranged weapon.

Basically, the problem is that all distance calculations to target need to be calculated from the target's surface, not from it's centre. Theoretically simple, but tricky to actually do.

Plus, it could create more problems when/if more complex collision geometry is supported (why I prefer the multi-sphere approach to complex-collision-geometry - simply use the sphere that is at the lowest distance, where distance is as the definition above).
Bingo.

Posted: 13 Jun 2007, 18:26
by Argh
No.

Posted: 15 Jun 2007, 20:12
by imbaczek
I've got a patch that modifies 1 (one) function (except all the add-a-tag related stuff) that does this:

http://neoteric.pl/~imbaczek/spring/targetBorder.avi

as you can see, it makes the unit fire at the edge of the collision sphere instead of it's center. (I hope it's the collision sphere, at least ;p) you can make the weapon do that by setting targetBorder=1 in the weapon's tdf.

now I understand that this is not good melee implementation, but is it enough? there are some pathfinding issues, but nothing unsolvable. just tell me if this approach is workable.

Posted: 15 Jun 2007, 22:06
by KDR_11k
It won't solve everything but it's a huge step ahead and not just for melee. Commit it.

Posted: 15 Jun 2007, 22:15
by Guessmyname
Yay!

Posted: 15 Jun 2007, 23:46
by Argh
Actually, the only thing that is necessary for perfect HTH, really, is a truly-instant explosion. That's all.

broke

Posted: 16 Jun 2007, 01:31
by rcdraco
It redirects to a broken avi, is that what your patch is?

Posted: 16 Jun 2007, 05:12
by Epsilon
I remember TA had a melee unit (modded, obviously). Does anyone remember how that worked out?

Posted: 16 Jun 2007, 05:17
by j5mello
most melee units for either TA or spring have used a very short range laser to simulate the melee weapon unforturnately that doesn't work in spring due to the bump code and the target-center-of-unit code which apparently imbaczek fixed. Three cheers for imbaczek!!

however the bump issue still remains unless im forgetting some addtion to the modder's arsenal that removes the bumping...