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Deform Maps
Posted: 27 Jun 2007, 03:37
by crimson12
No matter how soft I make the map, normal units i.e. bulldogs, can't make craters in the ground. Only arty and nukes can. However in small divide any unit can make an imprint in the ground. Any help?
Posted: 27 Jun 2007, 06:18
by Goolash_
mess around with map hardness in the smd file.
Posted: 27 Jun 2007, 07:25
by Ishach
The problem is mod side, Caydr changed alot of weapons to not deform the ground and that carried into BA
Posted: 27 Jun 2007, 17:28
by Noruas
Use Thar Nukes, or just get Xta units to hit the ground.
Posted: 28 Jun 2007, 02:28
by Argh
Map deformation is icky, from a game-developer standpoint. I suspect that most games made with Spring in the future will avoid using this feature.
Posted: 28 Jun 2007, 03:11
by FLOZi
Most you're involved with, perhaps.
Posted: 28 Jun 2007, 03:13
by smoth
I use it.
Posted: 28 Jun 2007, 04:15
by hunterw
Argh wrote:Map deformation is icky, from a game-developer standpoint. I suspect that most games made with Spring in the future will avoid using this feature.

Posted: 28 Jun 2007, 04:35
by smoth
Hunter, it is the general consensus that the ground deforming can cause lag for some users.
Posted: 28 Jun 2007, 05:07
by Argh
It causes the pathfinder to have to re-calculate paths, which, in games that feature lots of units moving around, can cause very large CPU spikes (listening, FLOZi?), even if the units can still walk over this area, because the pathfinder wants to find the "most efficient" path (i.e., the one with the fewest areas of wasted velocity due to height).
It doesn't matter if the change in height-level is nearly 0, either. The pathfinder still will calculate again. You can see this for yourselves, very easily, by removing the terrain-deformation fixes I put into NanoBlobs, and see what it does to performance over time.
It's not a big deal, if the only weapons that can deform terrain are giant, slow-firing cannons, or whatever.
It's a really stupid idea, if you attach it to a machinegun. IOW, it's a feature to be used with large amounts of caution. I'm not saying that it shouldn't ever get used, mind you- but I think that the gameplay "benefits" are a lot less than the drawbacks, for any of the projects I've worked on.
Posted: 28 Jun 2007, 10:21
by hunterw
roger that
in summary,
Argh wrote:
It's not a big deal, if the only weapons that can deform terrain are giant, slow-firing cannons, or whatever.
Posted: 28 Jun 2007, 23:16
by PicassoCT
It made really Funny Maps like the Swamp possible... so keep the Deform Feature...
Posted: 29 Jun 2007, 02:45
by Argh
I'm not asking for it to be removed. Don't get me wrong here- I don't have to like everything that's in Spring, lol!
I just don't use it, because I like games with large numbers of units, and I don't like watching them get progressively slower, irregardless of changes in unit-count, simply because of the terrain deformer code. It's not that big of a deal, just a preference.
Posted: 29 Jun 2007, 18:15
by manored
I think he is right. Only big weapons cause considerable deformation, so recalculating everthing each time a peewee shot hits the ground sounds waste...
Posted: 08 Jul 2007, 01:06
by TradeMark
I also noticed that ground deformation is very slow when i shot with 50 vulcans at same time to one target... I agree with argh, units which doesnt make big ground deformations should not make them at all.
Could we have some option to make the ground deformation faster? Like lets forget the path calculations, maybe the game should make path calculations like once in 10 seconds, not every time when you shoot? Or then it would be too slow again, and create annoying 10 seconds interval lag...
BUT, i just want those ground deformations faster, because the lag removes fun in my vulcan based map. It becomes much faster when you turn the ground deformation off, and when its on again, and you shoot with 100 vulcans, FPS will be like 1, when normally it is around 50...