Deactivating the Battle View (from the psx version)

Discuss the future of Warzone 2100 with us.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

----->

* Without doing that "TLC" it's a worthless novelty that doesn't come near the PSX effectiveness.

* If you go back a few posts, maybe 4-6 weeks ago I explain some of what that "TLC" is that HAS to be done to trully make it a fun and viable feature in ground based combat as well as just carefree scouting & ultimately in Vtol Dogfighting.

* I guess there's something to that expression about Net Memory being  like a pot-head expounding on the meaning of life.. heh. ;)

- RV

* EDIT: Come to think of it both "TLC" & "Buggy" are MISNOMERS...

* The truth is Pumpkin's code incomplete or unfinished.

* In order to make the PC version of "Drive" useful you have to do more codeing. And this is what is being done @ 2200. As EG suggested, you can wait for our binaries to see what we're talkin 'bout here.
Last edited by Rman Virgil on 05 Feb 2008, 18:51, edited 1 time in total.
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Chojun
Regular
Regular
Posts: 518
Joined: 25 Nov 2006, 17:49

Re: Deactivating the Battle View (from the psx version)

Post by Chojun »

Deus Siddis wrote: So what was the reason, too many bugs?
The basic code was there already, it's just like a road coming to a river with no bridge.  There was no way you could activate drive mode.

I'm not really sure why Pumpkin left it disabled.  It was probably an afterthought or something they had begun working on before development ceased with 1.10.

As I enabled it I found that its implementation was buggy and counterintuitive in some places, and also quite incomplete.  Some things needed to be created from scratch to get it working how it did in the PSX.  However, it is pretty fun driving the little dudes around :D

Some of the problems you will deal with is with the WarCam.  It is a hacked implementation anyway so it will cause problems in certain cases.  Right now I'm in the middle of a complete rewrite of the drive/warcam code to address those issues.  The complete drive mode has fingers of influence throughout the much of the code base so a lot needs to change or be added for it to work correctly.
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

* Kwel Chojun.... it's much more appropriate that you answer than I. Just had this thread monitored from before the cat was outta the bag... & just forgot. ;)

- Cheers, RV :D
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Chojun
Regular
Regular
Posts: 518
Joined: 25 Nov 2006, 17:49

Re: Deactivating the Battle View (from the psx version)

Post by Chojun »

np  ;D

Even being able to drive the tanks around as a feature by itself adds a whole new dimension to the game.
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
doom3r
Regular
Regular
Posts: 502
Joined: 29 Aug 2007, 15:04

Re: Deactivating the Battle View (from the psx version)

Post by doom3r »

Even being able to drive the tanks around as a feature by itself adds a whole new dimension to the game.
Thats why I asked to resurrect the Drive feature. Game will be funnier especially in Campaign, but, will this be already availible in 2.1? Cant wait for it
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

Chojun wrote: np  ;D

Even being able to drive the tanks around as a feature by itself adds a whole new dimension to the game.
* True... but at the same time I very combat oriented.

* Driving the the Warthog in "Halo" was definitely NOT a disadvantage in combat & (fairly or unfairly) that is my benchmark.

* One of my favorite adventure games was "Lighthouse" werein there were all kinds of fun contraptions to drive in fabulous locations and that was fun as hell... but it was not a game of combat.

- RV :)
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
EvilGuru
Regular
Regular
Posts: 615
Joined: 23 Jun 2007, 22:41

Re: Deactivating the Battle View (from the psx version)

Post by EvilGuru »

doom3r wrote: Thats why I asked to resurrect the Drive feature. Game will be funnier especially in Campaign, but, will this be already availible in 2.1? Cant wait for it
Unlikely. We are already in a feature freeze for 2.1 and there is just not enough time to roll the feature out in a worthwhile way. My guess would be 2.2 (June, or thereabouts).
As EG suggested, you can wait for our binaries to see what we're talkin 'bout here.
I'd much rather wait for the source  ;)

Regards, Freddie.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

EvilGuru wrote:
I'd much rather wait for the source  ;)

Regards, Freddie.
* Hehe... yep, that would be more useful wouldn't it. :)

- Regards, RV :D
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Chojun
Regular
Regular
Posts: 518
Joined: 25 Nov 2006, 17:49

Re: Deactivating the Battle View (from the psx version)

Post by Chojun »

EvilGuru wrote: I'd much rather wait for the source  ;)
..for what, now?
Last edited by Chojun on 06 Feb 2008, 05:40, edited 1 time in total.
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: Deactivating the Battle View (from the psx version)

Post by Buginator »

Rman Virgil wrote: ----->
* Without doing that "TLC" it's a worthless novelty that doesn't come near the PSX effectiveness.
* If you go back a few posts, maybe 4-6 weeks ago I explain some of what that "TLC" is that HAS to be done to trully make it a fun and viable feature in ground based combat as well as just carefree scouting & ultimately in Vtol Dogfighting.
* I guess there's something to that expression about Net Memory being  like a pot-head expounding on the meaning of life.. heh. ;)
- RV

* EDIT: Come to think of it both "TLC" & "Buggy" are MISNOMERS...

* The truth is Pumpkin's code incomplete or unfinished.
* In order to make the PC version of "Drive" useful you have to do more codeing. And this is what is being done @ 2200. As EG suggested, you can wait for our binaries to see what we're talkin 'bout here.
Are you calling me a misnomer now?  :P  In case you missed it, check my full 'name' on GNA.  ;D

Anyway, of course it would take more coding to truly give it that TLC touch.  Since it is being done for at least 4-6 weeks (?), and still isn't done, it shows/tells you there is more to it than just a simple copy & paste job, especially with those extra features you talk about included.

It could mean the difference between this:
Image & this: Image
especially, if you want to do this:
Image
???


Would be nice to get ahold of a PSX one of these days, and see how it is handled with the controller, and how it works on a native machine.

As for waiting for binaries, I suppose that is what is going to happen, but as Evilguru pointed out, most of us that work with code would rather look at that.  :)  Just try not to have the same release date as DNF, since that week is all booked up!  :D
and it ends here.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

------>

* I think it only fair to tell ya Buginator, I got Orkin Borg back-up & an Orkin Commercial Services Integrated Pest Management (IPM) contract.

* Raid spray ain't gonna cut it, bud. ;)

- RV :D
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Deus Siddis
Trained
Trained
Posts: 235
Joined: 18 Aug 2007, 06:58

Re: Deactivating the Battle View (from the psx version)

Post by Deus Siddis »

Is the drive-mode portion of the warzone 2200 engine going to be open source? I ask because there is a source section on the 2200 site's downloads page but I guess that could be only for what pumpkin originally released.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

Deus Siddis wrote: Is the drive-mode portion of the warzone 2200 engine going to be open source? I ask because there is a source section on the 2200 site's downloads page but I guess that could be only for what pumpkin originally released.
* All code work done @ 2200 will be open source including the New Drive Code and the New Graphics Engine tentatively called "VisRaptor".. :)

- RV :D
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: Deactivating the Battle View (from the psx version)

Post by Buginator »

Rman Virgil wrote: ------>

* I think it only fair to tell ya Buginator, I got Orkin Borg back-up & an Orkin Commercial Services Integrated Pest Management (IPM) contract.

* Raid spray ain't gonna cut it, bud. ;)

- RV :D

Wonder how much it will cost to send Orkin overseas? Maybe I should start a branch over there? ;)
Deus Siddis wrote: Is the drive-mode portion of the warzone 2200 engine going to be open source? I ask because there is a source section on the 2200 site's downloads page but I guess that could be only for what pumpkin originally released.
I don't think the name of the release that is going to happen from the folks @ wz22k is going to be named 'warzone 2200'.  At least, if I remember correctly, that was the case. 

Besides what Rman said, anything that is released under GPL (which warzone was), and you modify it, and release it to the public, then you must also release the source code for the modifications that you did.  That is the nice thing with GPL. :)
Last edited by Buginator on 07 Feb 2008, 07:36, edited 1 time in total.
and it ends here.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: Deactivating the Battle View (from the psx version)

Post by lav_coyote25 »

i would personally like to know where this freaking bull stuff is coming from...

the GPL is known to all parties.  so enuff of the veiled inuendo and whatnots.

if your going to accuse someone of something - do it to their face and not behind them.


thankyou.

;D

and so everyone is up to speed - this is not a flame site.  if you feel the need to do so - go elsewhere.

thankyou.

;D
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.