Request: LoS

Request: LoS

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

Moderator: Moderators

Post Reply
User avatar
PTSnoop
Posts: 97
Joined: 09 Sep 2009, 19:05

Request: LoS

Post by PTSnoop »

Yes, I know pressing 'l;' in game gives LoS view. But it doesn't work with shadows (and doesn't update particularly quickly).

Would it be possible to reimplement some sort of Fog of War widget that doesn't interfere with shadows? (Or maybe some way of faking shadows by lua, that works with pre-existing los mode?)
User avatar
oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Request: LoS

Post by oksnoop2 »

I would also like this. Though I imagine there's a reason we don't have it.

Fancy Maps/shadows + LoS would be great though.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Request: LoS

Post by smoth »

Why? Ssmf doesn't seem like it would suit your aesthetic and you could use blob shadows for so prettification in a cartoon style
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Request: LoS

Post by FLOZi »

Talk to knorke, he was working on such a thing, after a fashion.
User avatar
oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Request: LoS

Post by oksnoop2 »

Last I checked blob shadows did not work.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Request: LoS

Post by luckywaldo7 »

There is a buggy los widget implementation already: http://springrts.com/phpbb/viewtopic.ph ... 6&p=421839

(in case someone needs somewhere to start)
User avatar
very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Request: LoS

Post by very_bad_soldier »

+1

Beherith once said he was playing around with a shader that draws out-of-LOS areas in greyscales. Dunno what the current status is.
User avatar
oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Request: LoS

Post by oksnoop2 »

I stand corrected. The widget i downloaded at the time did not include shadow.tga.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Request: LoS

Post by smoth »

lol
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Request: LoS

Post by Forboding Angel »

oksnoop2 wrote:I stand corrected. The widget i downloaded at the time did not include shadow.tga.
God forbid that you EVER check infolog for anything.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Request: LoS

Post by knorke »

God forbid that somebody EVER uploads something with no missing files:
http://widgets.springrts.de/springinfo/index.php#100
:roll:
---

my fog of war thing is not very good btw, it is pretty blocky:
Image

Image

(resolution can be increased but it will still be blocky)
on cliffs it sometimes looks strange due to terrain clipping through the "fog".
with the high sight distances most spring games seem to use, it does not look that good anyway.
I do not plan to work much more on the fog thing because I guess at some point the engines "L-view" should be improved anyway and for me boxxy fog is just right. For other uses it is probally not so nice.

Did not test it yet but for players the link from luckywaldo7 is probally much more suited and complete.
(hooray for having reinvented the wheel)
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Request: LoS

Post by bobthedinosaur »

how does this version compare to the engines los view performance wise (if at all)? the block los's from dos era games wasn't that bad, maybe something to smooth the edges would make it look better (although it is fitting for your blocko game).
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Request: LoS

Post by knorke »

well, just test it?
It has some impact but not that much. works fine on my oldish computer.
I had some players test it (during games of nota space bugs and such, mostly 16x16 maps) and nobody complained about lag. Dont know what kind of PCs they had.
Update & and resolution (tile size) can be adjusted too, I think for that games tiles were about double the size.
I plan for 8x8 to 12x12 maps anyway.

The big problem is how it looks ugly when cliffs clip through the fog. (it really looks quite ugly on some maps esp. when zoomed out)
Could work around it by drawing 3d cubes instead of 2d rectangles but have not tried yet. (would need more fps again)
Post Reply

Return to “Lua Scripts”