Permanent los & mapped map

Permanent los & mapped map

Requests for features in the spring code.

Moderator: Moderators

User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Permanent los & mapped map

Post by TradeMark »

In OTA you could choose permanent los & mapped map, so you can see what your enemies are doing.
That was nice feature, i used it sometimes. Makes total different game play.

We dont have unmapped los yet, but what if we could have only that feature you can see whole map and enemies too?

So, would this be hard to add... I think not. Just one or two FOR-loops and make the map visible by adding some values to them?
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Am i only one who wants this? :shock:
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

would be kool, someone make a patch
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I would like this feature because I know a lot of people who would like it, personally I find this gametype abohorent.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

It could be quite cool in FFA.

Cause people know the strengh of all the team and will not always attack the same guy if they see that a man is not getting attacked or is porcing.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

itd need a method of showing the los boundaries aka where youve explored that didnt rely on the LOS overlay
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

well... permanent LOS would mean that as a square was uncovered, it stayed uncovered, so individual unit LOS would become moot and you might as well just use the current LOS overlay for it...
Zagupi
Posts: 99
Joined: 26 Jul 2006, 11:50

Post by Zagupi »

Torrasque wrote:It could be quite cool in FFA.
Seconded.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

It could make massive battles faster for everyone if no LOS needed to be calculated (or only in some cases).
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I would like the option.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I shall throw in my vote of approval.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Could we get this in the next release? :o

Cant wait for this feature!! :)
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

if you make a patch, then maybe.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

hehe, its months ago i suggested this same thing, and the answer was exactly the same: do it your self. So it seems this is not something that anyone of the devs would like, so it is not going to be done either.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Um... well... I don't think it'd be a quickie, honestly. Otherwise it'd have probably gotten added by now. The problem here is that Spring's LOS is not just a 2-D grid of "known" and "not-known" spaces on the map. What you'd end up with, really, is a gigantic LOS calc being done over the entire map, but only for "clear" areas. This could get quite expensive over time, because of the need to mask the "not-known" areas.
User avatar
Zydox
Lobby Developer
Posts: 453
Joined: 23 May 2006, 13:54

Post by Zydox »

Shouldn't that basically be the same method as with ghosted buildings?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Not really. Ghosted buildings merely stay ghosted until they are observed again. You don't have to update whether they're alive, dead, building things, etc. It's not a really big deal to keep them that way, from the client-side code's perspective. Doing something like permanent LOS, on the other hand, is considerably more difficult.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Why is it so hard?

This could be done with some simple IF check in the code.

IF something -> show unit

or etc.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Basically the problem here is that there is no fog of war system in place at all at this time... only a LOS system, while in most games all you have to do is turn something off, in Spring you would have to add signifigant code to the current system...

an easy solution would be to just turn off the los detection entirely, allowing all units to be seen all the time... it would give you at least one of the effects you are looking for... for proper fog of war mapping we still havn't come up with a good way of doing it... maybe just voiding out the land that hasn't been explored or something.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

You are talking about that unmapped thing?

Well, thats not needed atm, just that thing which allows us to see everything.
Post Reply

Return to “Feature Requests”