Bridges

Bridges

Requests for features in the spring code.

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Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Bridges

Post by Aurora »

I think destroyable bridges are a major gameplay element in almost every RTS game. Spring mappers should be given the possibility to add bridges to make their maps' gameplay more interesting. Rebuilding and repairing bridges should be possible, too. Bridges would also offer more versatility with looks.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Walkable features are already MTR iirc.

e: yup
Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Post by Aurora »

Oh... :oops:

I'm off to find bridge features, then ->
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

JJ45 wrote:Oh... :oops:

I'm off to find bridge features, then ->
MTR = isn't in the game but is requested at least once a month.

Sort of the "most wanted" features list.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

You can however creat in the Map "bridges" that are deformable and can be Restored from Builders, just use the Typemap.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Last I heard this wasn't possible with the spring code base. I actually personally did alot of research into this, but there is hardcore tie ins all over the movement system that made it way too complicated for me to apply any of my ideas, and I haven't heard of anyone more expert making any more progress...
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

Yes, like many things, it is not possible in Spring withough rewriting the core engine.

But apparently it will be possible in OSRTS.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Big thing is pathfinding; pathfinding and movement will have to be totally retooled to allow for this sort of stuff.
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Felix the Cat
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Post by Felix the Cat »

PicassoCT wrote:You can however creat in the Map "bridges" that are deformable and can be Restored from Builders, just use the Typemap.
Indeed. However, these "bridges" will in fact be solid land and will thus block whatever water they are going over.
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PicassoCT
Journeywar Developer & Mapper
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Post by PicassoCT »

If they are easy deformable Land, one Crawlbomb opens the Waterways, and a Con-Sub or a other Conunit can "rebuild" the Bridge. I tested it in O-Sole-Diod and it worked very well (even if the rest of the Map sucked :D)
Problem is to avoid the Bridge beeing to deformable, meaning it vannish miles into the Depths, and hours are neede to rebuild them.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Like others said - pathfinding becomes very, very hard to do efficiently if you allow bridges (or any other kind of multilevel structures, like tunnels, etc.)
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

A nice dirt bridge will suffice.. Like other people said, if it gets destroyed just replace it using the restore..
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

So a Sollution exists, but nobody uses it? Why?
And why is this again and again requested, if nobody has interest in using the Ability - that exists ? Is the Engine Rewrite maybee just a way to avoid massive Chokepoints in the Map (remember how long ConUnits need to rebuild Terrain)

So is this makes Mappers avoid "Bridges" why have Cadyr and Fanger no Units in there Mods, that can quickly restore Terrain ?
Result: -> This Thing is not wanted Gameplay wise.
Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Post by Aurora »

No, I think it's just that people haven't bothered.
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