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Ultimate Rant

Posted: 20 May 2008, 20:08
by rcdraco
Transports

They let me shoot out, they let me build off them, why can't I have radar on them? Why can't we have Warcraft III style DROP ON TRANSPORT DEATH. Do Shields work on transports? Using fireplatform only has so many uses, if it's allowed to do one it should be able to do all, and if can do all it should be able to have manual selection.

Commanders

There should be a NOCOMMANDER tag in modinfo.tdf to tell the game that there is no commander, and the setting should be ignored for end on commander death.

Hovercrafts

Why do they keepupright?

If any of this has been implemented, tell me.

Re: Ultimate Rant

Posted: 20 May 2008, 20:22
by smoth
rcdraco wrote: Why can't we have Warcraft III style DROP ON TRANSPORT DEATH.
we do but they fucking bounce!
rcdraco wrote:Using fireplatform only has so many uses, if it's allowed to do one it should be able to do all
This is why my patch not being even recognized gets me annoyed. First and formost, the transports used to allow for units to fire from them as part of a TA bug, transports paralized in spring. I did not want that and wanted a unit to be able to fire from it's transport like in ota. That is why the damn tag exists. THAT IS ALL.
rcdraco wrote:and if can do all it should be able to have manual selection.
Manual selection for what? if you mean being able to tell a transport to allow firing via an ingame toggle that would break many mods. If you mean a new tag to allow the unit full function while transport then you need a new tag.

rcdraco wrote:There should be a NOCOMMANDER tag in modinfo.tdf to tell the game that there is no commander, and the setting should be ignored for end on commander death.
Yeah that would be nice.
rcdraco wrote:Hovercrafts - Why do they keepupright?
IIRC that was corrected.
rcdraco wrote:If any of this has been implemented, tell me.
done

Re: Ultimate Rant

Posted: 20 May 2008, 20:50
by Pxtl
For nocomm, would it work if you simply declared every unit to be a comm? What effects would that have?

Re: Ultimate Rant

Posted: 20 May 2008, 21:05
by smoth
that should work pxtl but I am not sure if it would have any negative effects.

Re: Ultimate Rant

Posted: 20 May 2008, 21:09
by Pxtl
smoth wrote:that should work pxtl but I am not sure if it would have any negative effects.
Would probably mess up ctrl-C (which would be meaningless anyways)... lineage mode would probably still work right (the hidden lineage field is the comm's player, iirc). Probably the only real mess would be the klaxon.

Re: Ultimate Rant

Posted: 20 May 2008, 21:11
by smoth
lol yeah

Re: Ultimate Rant

Posted: 20 May 2008, 21:13
by FLOZi
Ctrl C works on 'COMMANDER' in the units category attribute... I can't remember off hand how 'commanders' are identified for the purposes of com-ends but i have a feeling its with commander=1; attribute.

If you are meaning putting commander=unitname; for every unit in the sidedata.tdf, that won't work.

Re: Ultimate Rant

Posted: 20 May 2008, 21:22
by rcdraco
Selectable means, allow the unit access to radar only, or allow it to have radar and build/shoot.

Re: Ultimate Rant

Posted: 20 May 2008, 21:25
by smoth
so make a new tag (radarpassenger) or something for the fbi forest. Fireplatform does not mean radar platform. The tags work like toggles they are on or off. We are talking about a boolean opperation.

Re: Ultimate Rant

Posted: 20 May 2008, 22:14
by KDR_11k
Yep, com-ends works on the commander=1; tag and I agree, it should be possible to kill the default game options if they are not applicable to the mod (e.g. Fibre should never use com ends or lineage, it enforces the rules itself and units have to turn neutral instead of dying, limit dgun and diminishing MMs are way too TA specific and should be eliminated completely with lua gadgets and mod rules reimplementing it where desired). I think the only options that are really mod-independent are the unit limit, lock game speed and the start position rule, the rest need a way to kill them. E&M sliders are useless if the mod uses lua resources anyway.

Re: Ultimate Rant

Posted: 21 May 2008, 01:21
by Pressure Line
rcdraco wrote:Hovercrafts

Why do they keepupright?

If any of this has been implemented, tell me.
you have to do it in the script. its pretty easy, using SET UPRIGHT. you just have to get it to switch between the upright (TA Kbot style) and not upright (TA tank) when it enters and leaves water, otherwise it reacts to the terrain on the sea floor .-.

Re: Ultimate Rant

Posted: 21 May 2008, 07:20
by yuritch
If every unit is commander=1, then com end doesn't trigger until every unit is dead AFAIK, so that should solve your problem. Also, what happens if NO units are commander=1 (even the actual starting unit)? I think it may result in the same.
Hovers work with non-upright perfectly well. Of course, like PL said, don't forget to switch them to upright=0 when over water. Also, if a hover unit is set to leave tracks, it also leaves them on the sea floor when cruising over water, which looks kind of funny. Of course classic TA hovers aren't meant to leave tracks, but other units utilizing hover movetype (non-TA style amphibious vehicles that go over water, not under it) can use that.

Re: Ultimate Rant

Posted: 21 May 2008, 07:22
by Peet
yuritch wrote:Also, what happens if NO units are commander=1 (even the actual starting unit)? I think it may result in the same.
If a com ends game starts with no commander units, every player instantly explodes.

Re: Ultimate Rant

Posted: 21 May 2008, 07:53
by smoth
Peet wrote: If a com ends game starts with no commander units, every player instantly explodes with the awesomeness of giant tits.
-fixed

Re: Ultimate Rant

Posted: 21 May 2008, 14:41
by Pendrokar
smoth wrote:
rcdraco wrote: Why can't we have Warcraft III style DROP ON TRANSPORT DEATH.
we do but they fucking bounce!
Can't you change the mass with LUA? When it hits the floor just set it's mass to something very big and after a stop change the mass back(If there isn't a way to get the "hit the floor" event then just calculate when it will after the transport uploads).

Re: Ultimate Rant

Posted: 21 May 2008, 16:09
by smoth
no mass doesn't effect bounce.

Re: Ultimate Rant

Posted: 21 May 2008, 16:21
by Peet
As it shouldn't, if you know your physics :-)

Something like a noBounce fbi tag would be nice...though lua movectrl could probably achieve this as well.

Re: Ultimate Rant

Posted: 21 May 2008, 19:28
by Pxtl
Peet wrote:As it shouldn't, if you know your physics :-)

Something like a noBounce fbi tag would be nice...though lua movectrl could probably achieve this as well.
Multiplier. I want to make bouncy units too, or only-slightly-bouncy units.

Really, all the environmental physics stuff needs to be controllable - is there any way to apply a multiplier on falling or collision damages?

Re: Ultimate Rant

Posted: 21 May 2008, 19:36
by smoth
heh, what about aircraft corpses.. that shit is gay. We have the corpse fall down at the speed of a fucking feather.

Re: Ultimate Rant

Posted: 21 May 2008, 20:02
by rcdraco
More Rant:

Does the game still start off the install at unreadable text sizes? Screen Size should start at at least 1024x768 off the install, any smaller, and the text is unreadable. After just reading AF's Leaking Buckets, that particular issue almost dropped me from spring.

My issue I constantly raise, I want nice water, I left spring since I spend $150 on a video card and I can't even use the dynamic water. Either make a patch or a seperate file to change it.

LUA wise, why does the 3d objmodel lua, whatever it's called make a stupid blob trail over the map? I didn't even know that was what caused it, but what does it do, and why does it have ANY reason to do that. It bugged me ingame till I figured out that it was the cause.

What OpenGL does spring really use? I know in Sauerbraten I load up and get the nice "OpenGL 2 Loaded" text, does spring use openGL 2 or does it still use the older one, and does my video card downgrade to it, or just emulate openGL 1 in the OpenGL 2. I don't know if this makes sense, nor if this is how OpenGL is really handled.

This is another feature I'm not sure if it exists. Before a unit fires, it has a series of things it will need to do before firing, can this be done? Such as spinning the barrel and moving parts outward to charge up before firing. Then Fire and have it truly Fire and account for physics and all at that point. Ideally it would be a delayed shot, with effects.