New features?

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Mysteryem
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New features?

Post by Mysteryem »

I'm going to make some new features for warzone because I think there needs to be some more. What kind of features do you think I should make? New vehicles, new wrecks, new buildings etc. I will be using the current texpages. As long as they're not amzingly difficult I'll make them. I'd just like to know what you think there needs to be more of.
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Re: New features?

Post by Alpha93 »

New weaps like a single barrel Cyclone D:
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GO FLAK88 GO!
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Mysteryem
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Re: New features?

Post by Mysteryem »

I did say features; unless you meant a half destroyed cyclone or something similar.
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Zarel
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Re: New features?

Post by Zarel »

Hmm. Are there cactuses in Arizona? That'd definitely help the "desert" feel.

Also grass. Well, the other weird, grass-like plants evolved to survive harsh desert environments.
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Mysteryem
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Re: New features?

Post by Mysteryem »

Zarel wrote:Hmm. Are there cactuses in Arizona? That'd definitely help the "desert" feel.

Also grass. Well, the other weird, grass-like plants evolved to survive harsh desert environments.
There just happens to be some desert plants on the Arizona texpage. Let's get started :)

Whilst searching through the features, I discovered some unused ones and have put them all together in a picture.To give you an idea of scale: mipipe1a is 1 warzone tile along.
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All the unused features I could find. (all to the same scale)
All the unused features I could find. (all to the same scale)
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Re: New features?

Post by Moro_Nick »

.

-- Features can powerfully effect for the better game play - especially the Urban Feature set. In the history of WZ map making
Urban maps are a very tiny percentage mainly, I think, because the Feature building models are crap - singed card board boxes
just don't cut it for inspiration or immersion. What is of particular interest in the map making phase is building Urban scapes that are
destructible - which in game play experience amounts to what I would call dynamic maps... The Arizona and Rocky Mountain
feature sets really do not have that potential unless you add.entirely new 3d models.. Also - Cliff Face Features (as 3d models) are
amazing but hard to do.

- Regards, Moro :cool:

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Re: New features?

Post by Mysteryem »

There are more unused features found in edit world, including some very wierd ones. Aswell as making more features I'll make the files for the game and for editworld.
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Some arizona plantlife.
Some arizona plantlife.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Re: New features?

Post by Moro_Nick »

.

- They are called: Succulents, Saguaro Cactus and Bristlecone Pine... all can be found in the deserts of Arizona.

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_ Cliques are group masturbation.

_ Art is in the eye of the beholder, even the color blind.

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Re: New features?

Post by Alpha93 »

Tank wrecks would do good :)
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Mysteryem
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Re: New features?

Post by Mysteryem »

Bridges (not made by me, just an unused file) :) Unfortunately tanks can't go over them.
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bridgeineditworld.png
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Mysteryem
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Re: New features?

Post by Mysteryem »

Now to make some more of my own features.
New features.png
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Mysteryem
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features.txt trouble.

Post by Mysteryem »

Ok, I'm having a bit of trouble understanding features.txt; I've worked some of the things out. I'm unsure of things with question marks.
name,width,length,attackable?,hp?,height?,PIE IMD,feature type?,?,?,?

I'm sure of these:
name: internal name
width: width of the feature (in tiles)
length: length of the feature (in tiles)
PIE IMD: Pie file of the feature

I'm unsure of these: :-S
attackable?: whether or not you can attack the feature
hp?: feature hitpoints
height?: feature height
feature type?: either:GENERIC ARTEFACT, OIL RESOURCE, BOULDER, VEHICLE, TANK WRECK, SKYSCRAPER, BUILDING, OIL DRUM or TREE. I think it tells the game whether 1) Oil dericks can be built on it, 2) whether or not to give it the skyscraper effect of falling down and changing the tile below it, 3) Whether or not it's an oil drum and 4) Whether or not it's an artifact.
I can't figure out what the last ones are :-S
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The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Re: New features?

Post by Flail13 »

from what i read in the source (feature.c) I'm guessing the fields are:

Internal Name, Width, Breadth, Damagable, Armour, Body Points, Gfx File, Type, TileDraw, AllowLOS, VisibleAtStart

I'm not sure what the last 3 do either.
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Re: New features?

Post by Mysteryem »

Flail13 wrote:from what i read in the source (feature.c) I'm guessing the fields are:

Internal Name, Width, Breadth, Damagable, Armour, Body Points, Gfx File, Type, TileDraw, AllowLOS, VisibleAtStart

I'm not sure what the last 3 do either.
Thanks for the help :)
I think:
TileDraw=draw tiles under it (I'll test it later)
AllowLOS=I have no idea
VisibleAtStart=Whether or not you need to be in sensor range to see it.
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The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Re: New features?

Post by Zarel »

LOS stands for "line-of-sight" in Warzone code. Probably controls whether or not you can see behind it.
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