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Remove FPS mode, open direct control interface to lua

Posted: 14 Dec 2013, 04:08
by REVENGE
Let's face it, FPS mode is pretty gimmicky.

The ability to micro a single unit in a very precise manner, however, is not and could be exploited to create interesting (maybe novel) game mechanics in an RTS.

I propose removing the guts of hard-coded FPS mode in favor of allowing it to be implemented mod-side using lua. I mainly take issue with the FPS camera view that is used. Direct control is substantively useful when you couple it with a top-down RTS style or 3rd person style camera.

Re: Remove FPS mode, open direct control interface to lua

Posted: 14 Dec 2013, 05:48
by smoth
I used to love FPS view. Then they made it no longer work properly. IIRC there should be a tag that disables it on a per unit basis. Unless that was removed... either way. I am all in favor of luafication of it. IMO it has no place in the engine, are you volunteering to do the lua gadget?

Re: Remove FPS mode, open direct control interface to lua

Posted: 14 Dec 2013, 12:32
by REVENGE
smoth wrote:I used to love FPS view. Then they made it no longer work properly. IIRC there should be a tag that disables it on a per unit basis. Unless that was removed... either way. I am all in favor of luafication of it. IMO it has no place in the engine, are you volunteering to do the lua gadget?
I've had a short discussion with BrainDamage about writing a gadget. I need to review the engine code for FPS mode again as I'm not certain exactly what parts can be replicated with lua as-is and what might require new lua functions.

Re: Remove FPS mode, open direct control interface to lua

Posted: 14 Dec 2013, 15:25
by Anarchid
It might be possible to implement this as a gadget, now that gadgets can easily and transparently inflict their will upon the unit's animation state.

The only part which Lua could need would be to issue strict move orders i think, but setting unit movegoal could account for that. Kernel Panic's hero units work somehow.

Your biggest downfall will be latency. Either engine FPS, or gadgetized solution will both suffer from massive lag, and would be best used in single player.

Re: Remove FPS mode, open direct control interface to lua

Posted: 14 Dec 2013, 16:09
by REVENGE
Anarchid wrote:Your biggest downfall will be latency. Either engine FPS, or gadgetized solution will both suffer from massive lag, and would be best used in single player.
It's too laggy for "FPS" mode, but fpsview is shit to begin with, it is not useful. As is, directcontrol is plenty useful when used with a different camera mode.

Re: Remove FPS mode, open direct control interface to lua

Posted: 19 Dec 2013, 14:56
by NeonStorm
Projectile range exploits are easy to stop.
* max range by a projectile's time to life
* by gravity and projectile speed
* burnblow

Micro exploits would be easy to stop too:
* The better you micro 1 unit, the less time you have for your other units.

But: How easy is it for newbes? Is it fun to play a game with this features?

my !vote (depends on hotkeys and gui)
And on lag-free games (no 16v16 games with fighter spam)

Re: Remove FPS mode, open direct control interface to lua

Posted: 19 Dec 2013, 18:52
by smoth
stop, please.

Re: Remove FPS mode, open direct control interface to lua

Posted: 20 Dec 2013, 03:05
by Forboding Angel
NeonStorm wrote:Projectile range exploits are easy to stop.
* max range by a projectile's time to life
* by gravity and projectile speed
* burnblow

Micro exploits would be easy to stop too:
* The better you micro 1 unit, the less time you have for your other units.

But: How easy is it for newbes? Is it fun to play a game with this features?

!vote (depends on hotkeys and gui)
And on lag-free games (no 16v16 games with fighter spam)
Please, just Stahp :-/

Re: Remove FPS mode, open direct control interface to lua

Posted: 20 Dec 2013, 03:31
by Pxtl
Remember Argh's frustration at trying to get a unit to simply *follow a straight line* without movectrl? He wanted cars driving around in his little PURE cities but they'd always waggle because of the pathfinder's little idiosyncracies.

The direct unit control provided by the FPS interface, if gadgetized, might've solved that one.

Re: Remove FPS mode, open direct control interface to lua

Posted: 20 Dec 2013, 13:15
by Silentwings
To be honest I think putting this into lua would be alot of work for a feature that not very many people care about.

Re: Remove FPS mode, open direct control interface to lua

Posted: 20 Dec 2013, 14:21
by Anarchid
How many is a lot?

Re: Remove FPS mode, open direct control interface to lua

Posted: 21 Dec 2013, 04:28
by Forboding Angel
Silentwings wrote:To be honest I think putting this into lua would be alot of work for a feature that not very many people care about.

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