Deactivating the Battle View (from the psx version)

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doom3r
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Re: Deactivating the Battle View (from the psx version)

Post by doom3r »

wow, very nice. please post on this forum when site is ready!
Any news about the drive feature?
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Rman Virgil
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Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

doom3r wrote: wow, very nice. please post on this forum when site is ready!
Any news about the drive feature?
* Will do.

* What I posted the last few days is where it's at presently,  development wise. Looking promising now & for future enhancements (Vtol Dogfighting).

----->

* Now to strike in one post 2 thread queries. ;)

* For those who have asked about my style of posting with the "*s".

* A habit I picked-up a few years back from wiki syntax. It's my way of reminding myself to be concise. Each "*" representing, more or less, a "thought chunk".

* Those who know me from way back in the day can attest to my earlier, infamous, "long-winded" posting style which drove many to distraction. I hope my effort to change that around has been effective.

* When the 2200 site opens you'll notice the occassions I donot use "*s" and that is in all the...

* WZ 2200 Sci Fi Mythos Stories connected to the New Campaign and my scripts for the New Mission Cinematics (werein I use a modified movie screenplay formating.)

- Regards, RV :)
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doom3r
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Re: Deactivating the Battle View (from the psx version)

Post by doom3r »

* Those who know me from way back in the day can attest to my earlier, infamous, "long-winded" posting style which drove many to distraction. I hope my effort to change that around has been effective.
Yeah, your posting style is definetly better than long-posting. I personally read long posts distractly and sometimes i lose some of the major points in these posts, while yours are very readable.
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Re: Deactivating the Battle View (from the psx version)

Post by doom3r »

I can recall another thing about the drive feature. That was one of the funnies. You could drive onto a Scavanger and make him die instantly, with a nice "splotch" sound. I think you can do this on PC too, but it is much more difficult with mouse pointing. Awwwww good old times  :D
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Re: Deactivating the Battle View (from the psx version)

Post by Chojun »

Heh, yeah, except the unit won't get a point for the kill.
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doom3r
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Re: Deactivating the Battle View (from the psx version)

Post by doom3r »

really? i didnt even know that...
Last edited by doom3r on 17 Jan 2008, 21:09, edited 1 time in total.
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Re: Deactivating the Battle View (from the psx version)

Post by Kayiaxo »

Only kills from guns gets counted as death experience.
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Re: Deactivating the Battle View (from the psx version)

Post by Aladdin_Sane »

Rman Virgil wrote: * Currently VTOLs only move to a certain absolute height above the terrain and don't change altitude unless the terrain does (which is why you can see the silly bouncing around when VTOLs cross ravines, etc).
When I first saw the VTOLs do that, I didn't think it was silly.  Rather creative and realistic actually.

The US military has a technology and technique known as "nap of the earth" which causes airplanes to fly an arbitrary distance, typically about 100 feet, above ground level, irregardless of how ground level changes.

We used to practice this maneuver in the 82d Airborne Division:  The C-130 just followed the earth, a roller coaster ride more challenging than any you would take for fun.  An unforgettable experience for the paratrooper passenger riding in the back.  At night.  In bad weather.  The ground goes up, the plane goes up.  The ground goes down, the plane goes down.  Comfort of occupants is not given a thought.

Something about computers.

See http://en.wikipedia.org/wiki/Nap-of-the-earth for more information.
doom3r
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Re: Deactivating the Battle View (from the psx version)

Post by doom3r »

Wow, that looks like an interesting technology. Do those planes use a laser to check distance from ground and keep the plane at a regular height automatically?
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Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

Aladdin_Sane wrote: When I first saw the VTOLs do that, I didn't think it was silly.  Rather creative and realistic actually.

The US military has a technology and technique known as "nap of the earth" which causes airplanes to fly an arbitrary distance, typically about 100 feet, above ground level, irregardless of how ground level changes.

We used to practice this maneuver in the 82d Airborne Division:  The C-130 just followed the earth, a roller coaster ride more challenging than any you would take for fun.  An unforgettable experience for the paratrooper passenger riding in the back.  At night.  In bad weather.  The ground goes up, the plane goes up.  The ground goes down, the plane goes down.  Comfort of occupants is not given a thought.

Something about computers.

See http://en.wikipedia.org/wiki/Nap-of-the-earth for more information.
* Hmmm.... very interesting ... thanks for bringing it to our attention. :)

* Basic "ravines" in most publically available maps is not the real problem.

* The serious issue comes-up when you create impressive mountains... or as I call em, .Maps of "Extreme Verticality" (3, 4 & 5 tile heights)...

* With such "EV Maps" there is invoked a very serious pathing problem that is detrimental to gameplay.

* For this reason, after releasing "FF Ops" some years back, no other "EV Maps" have been released.

* In resolving this issue for "Dog-Fighting" we will also release the flood-gates for "EV Maps" (inc. the "Trinity" series of maps & "Citadel 3: The Fortress Unvanquishable" which is not only an "EV Map" but also the 1st WZ "Player Deconstructable Map"... never plays the same twice in a row....)

- Cheers, RV :)
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Aladdin_Sane
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Re: Deactivating the Battle View (from the psx version)

Post by Aladdin_Sane »

doom3r wrote: Wow, that looks like an interesting technology. Do those planes use a laser to check distance from ground and keep the plane at a regular height automatically?
NOE always interested me technologically.

I can only speculate on current technology, as I served with the 82d from '86 to '89.

At the time it was a radar hooked to a computer that did the flying.  It was Air Force, and I was Army, so I never had any direct contact with it, only the results of it.  I sat in the back, and never got to judge my pilots landing skill.

I guess the pilot could be called a "consultant" during NOE flying.

All one could think was, "This is not a natural act for an airplane to do."  (Then again, people think the same thing about paratroopers.)

While GPS and LASER were in use in the US military during my time, they had no where near the ubiquitous use that we see today.  I imagine NOE technology has improved since then, but the Wikipedia article notes that the pilot is still needed to do a reality check out the window every now and then.  When people say YMMV, this is one time when they really mean it.

The main tech involved, TFR, Terrain-following radar, was high-tech at the time, but that was 20 years ago.
http://en.wikipedia.org/wiki/Terrain-following_radar

Another, related technology was AWADS, "Adverse Weather Aerial Delivery System." http://usmilitary.about.com/cs/generali ... aedesy.htm

I hope WZ2100 evolves more sophisticated techniques, but what is there already is worth it for the fun and entertainment value.  With aircraft technologies like those found in the F-35B Lightning II STOVL (http://en.wikipedia.org/wiki/F-35_Lightning_II#F-35B) coming into production, the game is more prescient and less science fiction every day.
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Re: Deactivating the Battle View (from the psx version)

Post by Rman Virgil »

-------->

* All that tech is facinating....&  we'll surely stay open to possible implementations in WZ.

* Right now, in this particular area, beyond the "Dog-Fighting" GPM implementation our "Roadmap" is focused on

* U.A.V.s (M.A.V.s)....

* From the vantage of K.I.S.S. design (& the biggest bang-for-the-buck GPM-wise) we feel these pups are very much worth development / implementation effort.... (akin "Science Lab" in classic "SC").

* U.A.V.s are a key component to our implementation of Commander Digital Battle Space (advanced Command & Control) which in turn opens the door to RL military doctrine like "Velocity" (4G... NOT "Rush"), "Combined Arms" & "Asymetric Engagements" (ala Queens Gambit)..... all of which has meant re-visioning conventional game "Fog-of-War"...

- Regards, RV :D
Last edited by Rman Virgil on 20 Jan 2008, 12:34, edited 1 time in total.
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Re: Deactivating the Battle View (from the psx version)

Post by Buginator »

Buginator wrote: I found the code in the source, but why was it never 'enabled' on the PC?  If it was a cool feature, you have to wonder why only on the PSX?
They have 2 different routines for each platform, so maybe the devs had a good reason for this?

Can whoever post some screen shots on how it looked like?
Nope, I didn't forget about this, have been busy with other stuff.

I have now enabled preliminary support for this.
I also know why the (original) devs didn't enable it.  :-\
The good news, is you can drive around with your unit.  Yeah, it is a bit buggy (:P), and needs some TLC.
However, I don't got enough time to enable everything that the PSX version had right now, or fix the issues that I found just by enabling it.  Perhaps when I find more time, I can finish this. 
Come to think of it, I'll upload the patch that I have so far, maybe someone with a bit more time can enable the other missing stuff.

I just am posting, in case you guys thought that I forget about this request. :)
and it ends here.
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Re: Deactivating the Battle View (from the psx version)

Post by Per »

You forgot the link to the patch. For the adventurous ;)

https://gna.org/patch/?968
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Re: Deactivating the Battle View (from the psx version)

Post by Deus Siddis »

Buginator wrote: I have now enabled preliminary support for this.
I also know why the (original) devs didn't enable it.  :-\
So what was the reason, too many bugs?
The good news, is you can drive around with your unit.   Yeah, it is a bit buggy (:P), and needs some TLC.
However, I don't got enough time to enable everything that the PSX version had right now, or fix the issues that I found just by enabling it.  Perhaps when I find more time, I can finish this. 
Come to think of it, I'll upload the patch that I have so far, maybe someone with a bit more time can enable the other missing stuff.
Excellent, this is definitely something I'll be looking forward to, great thanks buginator. :)