New feature: Gates

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winsrp
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Re: New feature: Gates

Post by winsrp » 14 Dec 2009, 19:24

So Per, do you have plans in putting it in any of the future beta version for 2.3, or should we handle it in the meantime as a mod since seems far away still? This is way too useful feature this game should have.

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Re: New feature: Gates

Post by Per » 14 Dec 2009, 20:27

It is nowhere ready yet. Unlikely to get ready in time for 2.3, unless 2.3 is delayed or someone helps out with it.

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Re: New feature: Gates

Post by winsrp » 15 Dec 2009, 01:35

hmmm... I see... well, for now we will keep working on the mod, while you try to do it the real way, since I cannot really help, if someone else can, the please go for it.

We will stick with the 2 objects one horizontal and one vertical, since there is no external way to designate a rotating object that works as the wall, might be a great add on for the buildings file... as in a 0/1 flag, flips according side tile or something like that. Easy to say, I know.

Lets hope this is in the list for future versions, like the ECM this is a change that actually changes the way you play, now with the mod as it is, I actually think where are my entrances going to be other than just, lets blow this wall up and have them go out over here. It changes you!!! O_O

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Re: New feature: Gates

Post by Olrox » 15 Dec 2009, 01:53

Per wrote:It is nowhere ready yet. Unlikely to get ready in time for 2.3, unless 2.3 is delayed or someone helps out with it.
I can provide the usual help with art. I just need to be told what I should do, and then I'll be glad to be of use.

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Re: New feature: Gates

Post by Per » 15 Dec 2009, 16:57

Olrox wrote:I can provide the usual help with art. I just need to be told what I should do, and then I'll be glad to be of use.
Awesome. All that is needed is a "wall"-like gate piece that looks good when plunged into the ground, leaving either only a baseplate, or only the top of the model, or both, visible when open. It should also connect neatly to existing walls.

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Re: New feature: Gates

Post by winsrp » 15 Dec 2009, 17:42

so you need a base plate model with a door on it, and a baseplate only model, or how was that?

And would it have the same behavior of the current mod? auto closes on enemy close by?

just curious

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Re: New feature: Gates

Post by Per » 15 Dec 2009, 18:58

Base plate if this looks better than without.

The gate patch makes gates open only when friendly droids want to pass. Otherwise they are closed.

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Re: New feature: Gates

Post by winsrp » 15 Dec 2009, 21:16

friendly droids including allies right? just in case you forgot :P

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Re: New feature: Gates

Post by Olrox » 15 Dec 2009, 22:52

Hmm, lemme see if I can find the wall .pie to reference myself. Or someone quicker than me could give a hint on the height (is it 1?) :rolleyes:

Edit: I've found 12.9 length and 7.8 height, is that true? O_o
Is it more lengthy due to sloped pieces, for the texture not to be too stretched?

Anyway, I'll start working with this right now

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Re: New feature: Gates

Post by Olrox » 16 Dec 2009, 00:21

Here is the first, untexturized version. Any objections/opinions about the geometry?

EDIT:
Zarel wrote:Erm, you forgot to attach it. ;)
ah, I was just testing if you were watching! :rolleyes:
Attachments
Unitary gates.PNG
Unitary gates.

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Re: New feature: Gates

Post by Zarel » 16 Dec 2009, 00:24

Erm, you forgot to attach it. ;)

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Re: New feature: Gates

Post by winsrp » 16 Dec 2009, 01:08

geometry looks appropriate, and actually looks good without textures... lol.

When we get teamcolors I would put the 2 openings in the front of the gate in team color.

But it does looks really good.

Note: we don't have walls with three corners, only cross and straight, but looks good too. ;)

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Re: New feature: Gates

Post by Olrox » 16 Dec 2009, 01:11

winsrp wrote: Note: we don't have walls with three corners, only cross and straight, but looks good too. ;)
It is only a question of time! Zarel is working on appropriate codes for corners and T-walls ;)

Thanks for the compliments! I also think that adding team colors on the vertical gaps would look good: Vertical lines would break the continuity of the wall and indicate something that goes up/down, maybe.

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Re: New feature: Gates

Post by winsrp » 16 Dec 2009, 01:13

right on.... seems like visual improvements are on their way for this oldie game.

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Re: New feature: Gates

Post by Zarel » 16 Dec 2009, 02:39

Olrox wrote:Here is the first, untexturized version. Any objections/opinions about the geometry?
Looks great.

I should note Mysteryem's walls are slightly different from yours. I rather Mysteryem's walls, which implement the idea of having teamcolor down the sides a bit; they make the teamcolor easier to see from different angle.

Regardless of where you eventually plan the teamcolor to go, I'd suggest it be striped.
Olrox wrote:It is only a question of time! Zarel is working on appropriate codes for corners and T-walls ;)
"Working on" isn't entirely accurate - maybe more like "intending to eventually implement". If I were actually working on it, I'd probably be done by the time you read this. ;)

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