Wishlist

Wishlist

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Yayo01
Posts: 27
Joined: 22 Feb 2006, 20:34

Wishlist

Post by Yayo01 »

heres my wish list for the spring engine

(1)Waypoint Command -allows a fixed path for units
(2)rally point command -self explainatory
(3)New camera movement controls
(KP 1 = Zoom In / KP 2 = Zoom Out / KP4 = rotateleft / KP5 rotate right)
(4)Modding Capabilties - like C&C generals (if possible ;)
(5)Moving Water - Like rivers,waves,waterfalls!
(6)Field Upgrades - allows units to have diff upgrades on there own
(7)Fog OF war System -self explainatory
(8)Tech Buildings -like metal refinary etc,
(9)Sell Command - for selling unwanted buildings
(10)Bullet tracers -too add sexyness for some infantry mods


thats all for now :-)
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Re: Wishlist

Post by Zenka »

Yayo01 wrote:heres my wish list for the spring engine

(1)Waypoint Command -allows a fixed path for units
Al ready is, select the factory or unit, hold shift, and stackup commands
Yayo01 wrote:(2)rally point command -self explainatory
select factory, give it a command likt a unit.
Yayo01 wrote:(3)New camera movement controls
(KP 1 = Zoom In / KP 2 = Zoom Out / KP4 = rotateleft / KP5 rotate right)
use ctrl+j to change to diffrent camera views. There is alywas one that fits your needs
Yayo01 wrote:(4)Modding Capabilties - like C&C generals (if possible ;)
Spring is moddable. and fairly easy.
Yayo01 wrote:(5)Moving Water - Like rivers,waves,waterfalls!
Norf, this isn't there yet indeed. Maybe for later releases, since the defs are buzy as ther are.
Yayo01 wrote:(6)Field Upgrades - allows units to have diff upgrades on there own
Is possible if you make a mod that has it.
Yayo01 wrote:(7)Fog OF war System -self explainatory
You only see what your units see, no pernament view. aty least not yet. Most people don't like it as well.
Yayo01 wrote:(8)Tech Buildings -like metal refinary etc,
define metal refinary?
Yayo01 wrote:(9)Sell Command - for selling unwanted buildings
you can reclaim them. it's silly to make this cost no time.
Yayo01 wrote:(10)Bullet tracers -too add sexyness for some infantry mods
you could script it (mod it), if you want.

So all questions are answerd by the Wiki. read it!
http://spring.clan-sy.com/wiki/Main_Page
Yayo01
Posts: 27
Joined: 22 Feb 2006, 20:34

Re: Wishlist

Post by Yayo01 »

Zenka wrote:
Yayo01 wrote:heres my wish list for the spring engine

(1)Waypoint Command -allows a fixed path for units
Al ready is, select the factory or unit, hold shift, and stackup commands
Yayo01 wrote:(2)rally point command -self explainatory
select factory, give it a command likt a unit.
Yayo01 wrote:(3)New camera movement controls
(KP 1 = Zoom In / KP 2 = Zoom Out / KP4 = rotateleft / KP5 rotate right)
use ctrl+j to change to diffrent camera views. There is alywas one that fits your needs
Yayo01 wrote:(4)Modding Capabilties - like C&C generals (if possible ;)
Spring is moddable. and fairly easy.
Yayo01 wrote:(5)Moving Water - Like rivers,waves,waterfalls!
Norf, this isn't there yet indeed. Maybe for later releases, since the defs are buzy as ther are.
Yayo01 wrote:(6)Field Upgrades - allows units to have diff upgrades on there own
Is possible if you make a mod that has it.
Yayo01 wrote:(7)Fog OF war System -self explainatory
You only see what your units see, no pernament view. aty least not yet. Most people don't like it as well.
Yayo01 wrote:(8)Tech Buildings -like metal refinary etc,
define metal refinary?
Yayo01 wrote:(9)Sell Command - for selling unwanted buildings
you can reclaim them. it's silly to make this cost no time.
Yayo01 wrote:(10)Bullet tracers -too add sexyness for some infantry mods
you could script it (mod it), if you want.

So all questions are answerd by the Wiki. read it!
http://spring.clan-sy.com/wiki/Main_Page
woah

bullet tracers? oohhh got msn? i need some modding help :-)

metal refinary -more ifficient metal gathering and adds +5 bonus on every collected metal

more stuf on teh wishlist:

(11) Garrisonable Civilian Buildings -like in other rts
(12) Spring should have pixel shading (is that even possible?)
(13) Infantry Ambulance - (for inf mods) heals infantry within its radius
(14) More *UNIT* sounds - since its annoying to hear the same sound over and over.
(15) Dive Bomb Abilities - a button to make aircraft dive to its target
(16) Collapsing Structures -you know it already :P


more to come *muahahahaha * :P
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Replace "(16)Collapsing Buildings" with "Kill scripts"

Infantry ambulance thing and Metal Refinery thing - just port those aura things from TA:K and add some more bonuses... (in TA:K units can have auras that give more armour or health or weapon damage to friendly units, or damage enemy units. Not sure about the weapon damage one though, but definately the health. For the refinery, you'd give it an aura that upped the extraction rates on all mexes in the arua radius. My suggestion is to use -1 as the value for "this aura effects everything on the map" instead of just a huge radius)

field upgrades thing - you mean an upgrade system? Yeah, I'd like one too

The dive bomb abilities... nah. It'd make the planes an easier target and if they flew too low they'd blow themself up with their own bombs
Yayo01
Posts: 27
Joined: 22 Feb 2006, 20:34

Post by Yayo01 »

Guessmyname wrote: field upgrades thing - you mean an upgrade system? Yeah, I'd like one too

The dive bomb abilities... nah. It'd make the planes an easier target and if they flew too low they'd blow themself up with their own bombs
yeh upgrade system (EG: a unit can upgrade its weapon....same unit but not upgraded)

about dive bombs.........how bout kamikaze planes? :P
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

there is a kamikaze tag, just like crawling bombs if im not mistaken..
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Ground Zero has pretty good looking bullet tracers in WDmod. Check them out.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Chocapic wrote:there is a kamikaze tag, just like crawling bombs if im not mistaken..
I don't think that works with planes
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Didn't work in OTA but last I heard kamikaze aircraft were possible in Spring.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I have figured out a way to make "ram-ships" (Ships specifically designed to ram other ships) in FF. Need to actually make it though.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Caydr wrote:Didn't work in OTA but last I heard kamikaze aircraft were possible in Spring.
They work, but there is no kamakazi animation for them so they just kind of fly close to the unit they want to kill and explode. You need to set the explotion radius pretty big if you want it to work, which kind of ruins the experiance of your fighter going all out to do what is nessicary to send your enemy to the abyss.
Yayo01
Posts: 27
Joined: 22 Feb 2006, 20:34

Post by Yayo01 »

Heres another wishlist of mine

new unit tags for extra sexiness for some other mods 8) :D

i know some are not nessicary but some modders will find it usefull ;)
the bolded ones is the items i want

PS: i might add more :P

;fake unit :P
[UNITINFO]
{
unitname=BLARGH;
version=1.2;
downloadable=1;
side=ARM;
objectname=tank.s3o;
designation=ARM-FA5;
name=what ever;
description=eh;
footprintx=2;
footprintz=2;
buildcostenergy=1246;
buildcostmetal=165;
maxdamage=992;
maxwaterdepth=12;
maxslope=10;
energyuse=0.6;
buildtime=2404;
workertime=0;
bmcode=1;
builder=0;
threed=1;
zbuffer=1;
noautofire=0;
sightdistance=375;
radardistance=0;
soundcategory=ARM_TANK;
energystorage=0;
metalstorage=0;
explodeas=BIG_UNITEX;
selfdestructas=BIG_UNIT;
category=ARM TANK LEVEL1 WEAPON NOTAIR NOTSUB CTRL_W;
tedclass=TANK;
copyright=Copyright 2003 Electronic Arts Inc. All rights reserved.;
corpse=armstump_dead;
germanname=Stumpy;
germandescription=Mittelschwerer Gefechtspanzer;
unitnumber=66;
frenchname=Mastok;
frenchdescription=Char d'assaut moyen;
firestandorders=1;
standingfireorder=2;
mobilestandorders=1;
standingmoveorder=1;
canmove=1;
healtime=30;
canpatrol=1;
canstop=1;
spanishname=Stumpy;
spanishdescription=Tanque de asalto medio;
italianname=Stumpy;
italiandescription=Carro armato medio d'assalto;
canguard=1;
maxvelocity=2.05;
brakerate=0.01;
acceleration=0.015;
turnrate=450;

BounceAmount = 0.25 ; simulates hitting random rocks
cangoinreverse = yes ; can we go in reverse?

steeringmode=1;
shootme=1;
energymake=0.6;

turretturnspeed= 4 ; in ft a sec
turretturnlimit = 120 ; in degrees
TurretTurnRate = 55 ;how fast do the turret turn?
TurretPitchRate = 45 ;how fast do the barrel pitch?


defaultmissiontype=Standby;
maneuverleashlength=640;
movementclass=TANKSH2;
canattack=1;
canguard=1;
weapon1=ARM_LIGHTCANNON

threatlevel = 100 ; is this tank is a super treat or not?
scanforenemies = yes ;do we scan for any enemies ??

wpri_badtargetcategory=VTOL;
badtargetcategory=VTOL;
nochasecategory=VTOL;
leaveTracks=1;
trackWidth=24;
trackOffset=3;
trackStrength=6;
trackStretch=1;
trackType=StdTank;

treadtexture = blah.tga ;whats texture will the tank use for the track's?
Geometry = BOX ;Either BOX,SPHERE, CYLINDER, LINE, PLANE, OCTAGON,TRIANGLE, mabe more but cant think of any atm
GeometryIsSmall = No ;is the geometry of it is small?
GeometryMajorRadius = 40.0 ;in centimeters or feet
GeometryMinorRadius = 10.0 ;in centimeters or feet
GeometryHeight = 10.0 ;in centimeters or feet

}
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Dude, please play a bit with the game and look around the wiki before posting such request.

First post:
(1) ALREADY IN
(2) ALREADY IN
(3) ALREADY IN
(4) ALREADY IN (don't you see all those mods being played in the lobby?)
(5) Ok, water doesn't flow yet, but I thought water looked good enough on high ends PC.
(6) I already scripted that in TA, same code would work in Spring too. I'd just have to use those new script "get" to make it adapt better to unitlimit and check the team the upgrade belongs to. One could say it's not hard coded into Spring but just a script workaround, but at the end, what matter is that it does the job, no?
(7) ALREADY IN press L to see it better
(8) Uh? Whadayamean? Well, there's already advanced metal extractor that extract more metal than regular one, so I guess that point is already covered.
(9) ALREADY IN just it's called reclaiming the building with a construction unit
(10) I heard Ground_Zero added that in his WD mod


(11) Sorry, Spring isn't a C&C clone. Nor a WC3 ork clone. I once made a bunker for TA, it should work in Spring too as soon as the isairbase=1; tag works correctly. It's not exactly a neutral building that you move unit in, more a building that you own that grab all infantry that comes near, though.
(12) Not sure what's pixel shading. But is isn't it one of those things supported in the new model format or the new new map format?
(13) I shall try weapons with negative damage once. If not, as soon as set HEALTH get included in the source for real, won't be hard to script infantry to self heal when near an ambulance.
(14) Go record some! I saw some soundpacks at FileUniverse too.
(15) As said, unlike TA, Spring support kamikaze craft. But if you meant dive bomber that do crash into target, ok, fair, that's one suggesting not in that I never heard.
(16) Not sure if killed script can be non instant already. If they are, it's just a matter of writing the collapsing animation.


BounceAmount: Just make a map with a bouncy heightmap. Would make no sense to have some unit keeps bumping into small rocks disregarding the terrain.
Cangoinreverse: Ok, first one that you can't already do in current Spring. But have no worry it's already been suggested a gazillion time.
TurretTurnSpeed: ALREADY IN It's controlled in the script. You can use whatever speed you want. Wait, what's the diff between that and your TurretXRate?
TurretTurnLimit: ALREADY INThere's some new Spring only FBI to limit turret arcs. Look into them.
TurretTurnRate: ALREADY IN It's controlled in the script. You can use whatever speed you want.
TurretPitchRate: ALREADY IN It's controlled in the script. You can use whatever speed you want.

Threatlevel: Player just learn how dangerous each unit is, and I guess IA just have to guess it based on MaxDamage, weapon damage, cost, etc... Maybe it could simplify AI coding, but I truely doubt the whole usefullness of a unit can be summmed in a single thread value. I mean, the condition of use often makes all the difference.
ScanForEnemies: Love it when the explanation explains nothing. I mean when I saw "ScanForEnemies" I had no idea what it was for, but then you explained that it meant "do we scan for any enemies ??", and suddendly, I didn't understood any bit more. If it's radar, there's already a tag for that. If it's sight, there's already a tag for that.
Treadtexture = blah.tga ; ALREADY IN, funny that you pasted it right under trackType=StdTank; because, mind you, trackType=StdTank; means use "\bitmaps\tracks\StdTank.bmp"
Geometry: Gah, I won't go again about how Spring use footprint then use sphere in its collision check. It's well know that the Spring collision system perfect is not perfect and there's already lots of threads about it.
GeometryIsSmall: LoL. That tag makes no sense. Unless you have only two sizes of units. I don't get how you don't see the redundancy of that tag with the tree next.
GeometryMajorRadius: None of the shape you listed needs two radius to be defined
GeometryMinorRadius: None of the shape you listed needs two radius to be defined
GeometryHeight: Currently it's automatically determined from the model. The code could use some improvement though, as for instance the krogoth has its "get UNIT_HEIGHT" accross the waist, and the collision sphere passing through neck.

So overall, 80% of your suggestion are already in. But it's hard to tell, because there's so many senseless suggestions. If we discard what's already in, what's possible but not widely used yet, what doesn't make sense, what's already been discussed to death, there's only the "dive bomber" suggestion left, and even, that's only if you mean it like German Stukka, that dive, bomb, then go up again, and not like late war Japanese aircraft.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Threatlevel: Player just learn how dangerous each unit is, and I guess IA just have to guess it based on MaxDamage, weapon damage, cost, etc... Maybe it could simplify AI coding, but I truely doubt the whole usefullness of a unit can be summmed in a single thread value. I mean, the condition of use often makes all the difference.
ScanForEnemies: Love it when the explanation explains nothing. I mean when I saw "ScanForEnemies" I had no idea what it was for, but then you explained that it meant "do we scan for any enemies ??", and suddendly, I didn't understood any bit more. If it's radar, there's already a tag for that. If it's sight, there's already a tag for that.
If the second one is search and destroy or scout then your in group AI territory.

threat shouldn't be incorporated into the engine anymore than it already is (Unitdef->power (a float describing the overall power of a unit, I think it's used for target preference))

It wouldn't help AI's either as each AI author has different opinions on how the values are generated what sort of values are optimal and scales, aswell as multiple values for different things (is this as threatening as an attack unit or as a defence unit?)
Yayo01
Posts: 27
Joined: 22 Feb 2006, 20:34

Post by Yayo01 »

zwzsg wrote:Dude, please play a bit with the game and look around the wiki before posting such request.

First post:
(1) ALREADY IN
(2) ALREADY IN
(3) ALREADY IN
(4) ALREADY IN (don't you see all those mods being played in the lobby?)
(5) Ok, water doesn't flow yet, but I thought water looked good enough on high ends PC.
(6) I already scripted that in TA, same code would work in Spring too. I'd just have to use those new script "get" to make it adapt better to unitlimit and check the team the upgrade belongs to. One could say it's not hard coded into Spring but just a script workaround, but at the end, what matter is that it does the job, no?
(7) ALREADY IN press L to see it better
(8) Uh? Whadayamean? Well, there's already advanced metal extractor that extract more metal than regular one, so I guess that point is already covered.
(9) ALREADY IN just it's called reclaiming the building with a construction unit
(10) I heard Ground_Zero added that in his WD mod


(11) Sorry, Spring isn't a C&C clone. Nor a WC3 ork clone. I once made a bunker for TA, it should work in Spring too as soon as the isairbase=1; tag works correctly. It's not exactly a neutral building that you move unit in, more a building that you own that grab all infantry that comes near, though.
(12) Not sure what's pixel shading. But is isn't it one of those things supported in the new model format or the new new map format?
(13) I shall try weapons with negative damage once. If not, as soon as set HEALTH get included in the source for real, won't be hard to script infantry to self heal when near an ambulance.
(14) Go record some! I saw some soundpacks at FileUniverse too.
(15) As said, unlike TA, Spring support kamikaze craft. But if you meant dive bomber that do crash into target, ok, fair, that's one suggesting not in that I never heard.
(16) Not sure if killed script can be non instant already. If they are, it's just a matter of writing the collapsing animation.


BounceAmount: Just make a map with a bouncy heightmap. Would make no sense to have some unit keeps bumping into small rocks disregarding the terrain.

Cangoinreverse: Ok, first one that you can't already do in current Spring. But have no worry it's already been suggested a gazillion time.

TurretTurnSpeed: ALREADY IN It's controlled in the script. You can use whatever speed you want. Wait, what's the diff between that and your TurretXRate?
TurretTurnLimit: ALREADY INThere's some new Spring only FBI to limit turret arcs. Look into them.
TurretTurnRate: ALREADY IN It's controlled in the script. You can use whatever speed you want.
TurretPitchRate: ALREADY IN It's controlled in the script. You can use whatever speed you want.

Threatlevel: Player just learn how dangerous each unit is, and I guess IA just have to guess it based on MaxDamage, weapon damage, cost, etc... Maybe it could simplify AI coding, but I truely doubt the whole usefullness of a unit can be summmed in a single thread value. I mean, the condition of use often makes all the difference.

Treadtexture = blah.tga ; ALREADY IN, funny that you pasted it right under trackType=StdTank; because, mind you, trackType=StdTank; means use "\bitmaps\tracks\StdTank.bmp"

So overall, 80% of your suggestion are already in. But it's hard to tell, because there's so many senseless suggestions. If we discard what's already in, what's possible but not widely used yet, what doesn't make sense, what's already been discussed to death, there's only the "dive bomber" suggestion left, and even, that's only if you mean it like German Stukka, that dive, bomb, then go up again, and not like late war Japanese aircraft.

ohh :oops:
Geometry: Gah, I won't go again about how Spring use footprint then use sphere in its collision check. It's well know that the Spring collision system perfect is not perfect and there's already lots of threads about it.
GeometryIsSmall: LoL. That tag makes no sense. Unless you have only two sizes of units. I don't get how you don't see the redundancy of that tag with the tree next.
GeometryMajorRadius: None of the shape you listed needs two radius to be defined
GeometryMinorRadius: None of the shape you listed needs two radius to be defined
GeometryHeight: Currently it's automatically determined from the model. The code could use some improvement though, as for instance the krogoth has its "get UNIT_HEIGHT" accross the waist, and the collision sphere passing through neck

I think we should to edit the geometry size...k it has better physics than BFME or Generals or ZeroHour or even BFME 2 but some geometry ingame just look so weird..(no offence) but its pretty weird to see tanks slide in the terrain because some buildings have big geometry radius...and the tanks have big geometry radious so sometimes when it passes besides a building it slides to teh left or right (/no offence) :? and as for GeometryIsSmall this is for infantries (for inf mods) so they can somewhat *sneak* beside a building as in they can be really near at the wall of the building.
ScanForEnemies: Love it when the explanation explains nothing. I mean when I saw "ScanForEnemies" I had no idea what it was for, but then you explained that it meant "do we scan for any enemies ??", and suddendly, I didn't understood any bit more. If it's radar, there's already a tag for that. If it's sight, there's already a tag for that.
dump that one :oops:

as for (14) ok ill search for those sound packs :P :-)
(15)(16) kk ill try that :-)
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Here's the sound pack I was talking about: http://www.fileuniverse.com/?p=showitem&ID=1017
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