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Recapitulation 2009-2011
Posted: 19 May 2011, 23:46
by Anarchid
So i have just been thawed from cryosleep.
How much has changed in my absence?
Can Spring already do rigged models from quake or something? Unit-specific crosshairs? Any other cool new features?
How much an effort would it be to render a two-year-old mod workable again?
Who are our new overlords i should welcome?
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:00
by zwzsg
Anarchid wrote:Can Spring already do rigged models from quake or something?
No.
Anarchid wrote:Unit-specific crosshairs?
What? That doesn't make any sense! It's a RTS man! Otherwise yes I think you can.
Anarchid wrote:How much an effort would it be to render a two-year-old mod workable again?
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:07
by knorke
Anarchid wrote:How much an effort would it be to render a two-year-old mod workable again?
http://springrts.com/phpbb/viewtopic.ph ... 4&start=52
Other then that, only some minor things like different default values for some things etc.
Unit-specific crosshairs:
for fps mode? would require that fps mode works correctly in first place
aa->ba->ca->zerok
I'd say rejoining games after connection lose is one of the cooler new features.
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:10
by Anarchid
for fps mode? would require that fps mode works correctly in first place

Is it that broken atm? How broken is it? I remember having PLANS for it before my long cold sleep.
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:11
by Neddie
Not broken enough where it can't be improved.

Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:13
by Anarchid
Not broken enough where it can't be improved.

Does it crash the game? I remember that fps-firing from a heavy laser once crashed me in some 0.7 series. Well my side was losing anyway.
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:16
by knorke
maybe you remember how it would not allow you to point the cursor at every spot? Like it would snap on or around some things. That is still there.
Also in current version, it does not allow you to shoot at enemies.
Not sure if that is already fixed for next version though.
And I think the UI stuff that gets drawn in fps mode (cursor, weapon text, top down view of unit) can not be disabled.
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:19
by Anarchid
maybe you remember how it would not allow you to point the cursor at every spot?
Yes, now i remember! But didn't that have to do with the available firing arcs? I clearly remember spamming d-gun into the sky.
Also in current version, it does not allow you to shoot at enemies.
WHAT HAPPEN! Oh noes.
And I think the UI stuff that gets drawn in fps mode (cursor, weapon text, top down view of unit) can not be disabled.
I remember that i might have requested some call-in for this, and Lurker having told me that that would not be nice, rather bad instead.
I guess it never moved from the dead spot. Maybe this time? Our overlords seem to be different from a glance, even if there are so few new features.
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:32
by abma
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:43
by Anarchid
That's pretty conclusive, but lacks that human touch.
I'll sure read through the changelog, though.
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 00:55
by knorke
But didn't that have to do with the available firing arcs? I clearly remember spamming d-gun into the sky.
You can still do that. What I mean is the cursor seems to "snap" to some grid or something when aiming, like a magnet. Hard to explain, it is not completly smooth, free aiming like in fps games.
Afaik there is no game that seriously wants to use fps mode so improving it is probally not a priority...
Despite that, in 2009 a 3rd person game was made:
http://springrts.com/wiki/Air_Raid
That's pretty conclusive, but lacks that human touch.
It is probally easier if you ask what you want to know instead of us listing everything

random things:
-sync errors are basically gone since some time.
-there are 3 "major" lobbies (tasclient, springlobby, zerok lobby) with map&mod downloaders.
-basically every new games has something unique. From the "alphabet soup" mods only ba, nota & xta remain.
Just look at
http://springrts.com/wiki/Games of ourse or at the games/mapping/projects subforums.
-single player missions returned and can be played from zk lobby.
-return of planet wars (
http://springrts.com/phpbb/viewtopic.php?f=1&t=25918)
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 12:39
by Anarchid
The case is obviously that i want to reincarnate Metropolis Spring, so i'm looking for stuff that might be used for that.
New graphical features? Deformable units or something? All and any kind of stuff doable for first-person mode?
(by the way, on wrong aiming, i think this can be very much countered by the new Lua animation scripts - just manually rotate the weapon piece to camera angle, and feuer frei! correct if i'm wrong here)
Of the stuff not mentioned in the tracker:
Has our toolchain had any improvement? Are there some better modelling or mapping solutions, especially for those on Linux? I remember that mapping units was sort of a nightmare back in the old days, and the blender s3o plugin tended to destroy stuff at times.
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 16:29
by knorke
The case is obviously that i want to reincarnate Metropolis Spring
searched for it, looks interessting.
I tried putting in a modinfo.lua and spawning units via /cheat /give but all non-buildings exploded on creation.
But that seems to be a problem with your game logic/me using wrong map because there was a message about the map being empty. ("Collateral: Map is uninhabited. My work is done here.")
Or it also wants startunits spawned. Just follow zwzsg's links from earlier on...
New graphical features?
Lua shaders (ie cartoon shader & depth of field), LUPS, (particle system in Lua), bumpmapped water,...
Deformable units or something?
Not vertix deform, but ie damage textures by shaders (or something like that)
Also units "breaking apart" by hide/show of pieces is very easy with unit scripts in Lua because they allow to use tables/arrays.
manually rotate the weapon piece to camera angle, and feuer frei!
might work, good luck
Has our toolchain had any improvement?
No idea about the model importing.
But not having to compile unit scripts with scriptor and being able to reload them ingame makes that part tons easier. Also various small tools like a CEG effects browser, hitbox editor etc. are imo very helpfull.
For maps there is stuff too, ie Springmapeditor (no more need for command line tools) and "Feature Placer" (edit map features ingame)
Re: Recapitulation 2009-2011
Posted: 20 May 2011, 21:38
by pintle
Does spring still crash if the unit dies while being fps controlled?
Re: Recapitulation 2009-2011
Posted: 21 May 2011, 01:09
by Neddie
Never did that to me.
Re: Recapitulation 2009-2011
Posted: 21 May 2011, 02:29
by Forboding Angel
pintle wrote:Does spring still crash if the unit dies while being fps controlled?
No. That was a bug from the 6 series like 5 years ago. Pre- Tobi if that tells you anything.
Re: Recapitulation 2009-2011
Posted: 21 May 2011, 13:35
by Cheesecan
Though Spring will still crash on some setups in FPS mode.
Also now we have nice pathing that follows some algorithm that sounded good on paper but takes it up the rear in reality.