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hardness or gravity for waves size ?
Posted: 26 Jul 2006, 00:54
by emmanuel
i can test waves in high seting but i see a video:
nuc in water
it seems waves are tiny and look as ground move under blast(+self-restore after)
sames that makes boats
if increasing or reducing gravity afect waves size?
if not i sugest to request it ...
is waves are only a ground type?
then changing hardness will afect waves size?
Posted: 26 Jul 2006, 05:46
by Das Bruce
Waves are purely graphical.
Posted: 26 Jul 2006, 15:40
by emmanuel
smoke too
i suggest smoke and waves must be related to gravity
Posted: 26 Jul 2006, 17:28
by PicassoCT
Smoke must collect under Energyshields and build Smokescreens and Smogclouds.

Posted: 26 Jul 2006, 18:53
by Guessmyname
and lag clouds
Posted: 27 Jul 2006, 21:11
by RightField
How about affecting waves by the maps wind settings instead?
Posted: 30 Jul 2006, 21:51
by emmanuel
water energy generator product must be afected by blasted waves and winded waves
Posted: 30 Jul 2006, 22:35
by Johns_Volition
you overestimate the complexity of the spring engine. Also this feature would be kind of useless.
Oh True one. All Hail you.
Posted: 31 Jul 2006, 06:20
by Das Bruce
emmanuel wrote:water energy generator product must be afected by blasted waves and winded waves
Considering less than half of the players of spring can handle waves and half that again can probalby handle them well this would be a unlikely feature. Neat, but unlikely.
Posted: 02 Aug 2006, 08:06
by PRO_Muffy
RightField wrote:How about affecting waves by the maps wind settings instead?
It's what the original game (TA) used. Why not implement it here? You could have a number of things running off this. The wind direction could also change.
Also, direction of the geo. Burning wrecks, smoke etc... So much to be done. It could be modelled very simply as well.
Posted: 03 Aug 2006, 21:48
by emmanuel
taspring is beta now
half people can handle now
when game will end (3years later?)minority cannot handle waves
Posted: 04 Aug 2006, 03:13
by Johns_Volition
Emmanuel has spoken, the game shall be abadonned in three years. A prophecy has been made.
(ps: it's not only the performance but also the lag that this will cause, for a relativly low positive influx on the game mechanics, if any)
Posted: 04 Aug 2006, 23:02
by emmanuel
yes
because in tree year the game will ended
and the fps/rts balance request a real 3d engine
better than homeworld...
for get in multi floor house and under grounds build
(not earth2150 hacked underground)
Posted: 06 Aug 2006, 21:36
by Cheesecan
You have a good point there actually, at the moment rts engines are too limited by what they cannot do. This is why people are making rts mods for half life 2 for instance.
On the other hand recent RTS games have pretty much all been crap too so it comes as no surprise that they lack inventiveness.
Posted: 07 Aug 2006, 11:09
by emmanuel
can you report some rts (mod or not)feature missing in taspring ?
some important feature (not only visual but) for gameplay
i test halflife2 and it was always the samething less than a ducknukmen !!!
Posted: 07 Aug 2006, 16:47
by Cheesecan
emmanuel wrote:can you report some rts (mod or not)feature missing in taspring ?
some important feature (not only visual but) for gameplay
i test halflife2 and it was always the samething less than a ducknukmen !!!
Quoting someone you might know:
emmanuel wrote:
for get in multi floor house and under grounds build
Posted: 08 Aug 2006, 08:52
by emmanuel
i talked about unknow feature or unremiind (by me)for a fps moded in rts