flashier battles

Discuss the future of Warzone 2100 with us.
User avatar
dant3 5tra5t
Trained
Trained
Posts: 56
Joined: 09 Jun 2009, 19:37

flashier battles

Post by dant3 5tra5t »

I would love to see the projectiles in warzone to be a little more flashier and bigger. they dont necessarilly have to cause more damage, but maybe you guys could make them look like they are doing more damage.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: flashier battles

Post by Zarel »

I kind of agree - single machineguns and cannons are practically unnoticeable...
fisk0
Trained
Trained
Posts: 245
Joined: 17 Aug 2008, 16:59
Location: Stockholm, Sweden

Re: flashier battles

Post by fisk0 »

I'm not entirely sure how you mean, but I think sparks for when bullets hit (I know that doesn't happen in real life, but it's common in movies and that does give you some visual confirmation that you are hitting the target, since I suppose bullet holes in those tiny textures are out of the question, dust clouds from well bullets miss and hit the ground instead might also be good), maybe more smoke from damaged units too.
Desktop: AMD Athlon X3 440 3.0ghz, 4GB RAM, Radeon HD4200, Windows 7 Professional 64-bit
Laptop: AMD Athlon X2 QL-64 2.1Ghz, 3GB RAM, Radeon HD3200, Windows Vista Home Basic 32-bit & Ubuntu 9.04 64-bit
User avatar
XANAX
Trained
Trained
Posts: 189
Joined: 09 Jul 2009, 22:05

Re: flashier battles

Post by XANAX »

fisk0 wrote: maybe more smoke from damaged units too.
and don't forget electrical sparks
I love seeing a machine spark from damage :twisted:
oooo momentary weapon malfunction xD

P.S. more smoke when it's on fire :3

P.S.S. oh and in Earth 1250 when it snows; if the unit does not move for a period of time, the textures on the top of the vehicle starts turning a white snow texture
& slowly disappears when the vehicle moves ;)
fisk0
Trained
Trained
Posts: 245
Joined: 17 Aug 2008, 16:59
Location: Stockholm, Sweden

Re: flashier battles

Post by fisk0 »

XANAX wrote:P.S.S. oh and in Earth 1250 when it snows; if the unit does not move for a period of time, the textures on the top of the vehicle starts turning a white snow texture
& slowly disappears when the vehicle moves ;)
Ohh, that would look awesome I think. And red dust slowly building up on the tanks if they remain stationary too long in the arizona maps.
Desktop: AMD Athlon X3 440 3.0ghz, 4GB RAM, Radeon HD4200, Windows 7 Professional 64-bit
Laptop: AMD Athlon X2 QL-64 2.1Ghz, 3GB RAM, Radeon HD3200, Windows Vista Home Basic 32-bit & Ubuntu 9.04 64-bit
User avatar
XANAX
Trained
Trained
Posts: 189
Joined: 09 Jul 2009, 22:05

Re: flashier battles

Post by XANAX »

fisk0 wrote:
Ohh, that would look awesome I think. And red dust slowly building up on the tanks if they remain stationary too long in the arizona maps.
the building would do it to

the more recently built would be normal & the longer it sits there the more sediment/snow it will collect


p.s. it would transition between four textures
1. normal 0%

2.thin layer "barely any" 30%

3.thicker layer "more but still see through" 60%

4.thickest layer "can barely can see the building/vehicle textures under it" 90%
Deus Siddis
Trained
Trained
Posts: 235
Joined: 18 Aug 2007, 06:58

Re: flashier battles

Post by Deus Siddis »

So is the visual lameness of battles considered more of a content issue or a code issue? (Aiming this question at the devs.)
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: flashier battles

Post by Zarel »

Deus Siddis wrote:So is the visual lameness of battles considered more of a content issue or a code issue? (Aiming this question at the devs.)
Content. The code doesn't need to be changed at all to improve the graphics - it's all in the data files.
User avatar
dant3 5tra5t
Trained
Trained
Posts: 56
Joined: 09 Jun 2009, 19:37

Re: flashier battles

Post by dant3 5tra5t »

I agree on the machine gun bullets. but I was really thinking about the lasers and rail guns. when I see the projectile I dont think "power" comes to mind.
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: flashier battles

Post by cybersphinx »

Deus Siddis wrote:So is the visual lameness of battles considered more of a content issue or a code issue? (Aiming this question at the devs.)
I think Kamaze said somewhere that bullets are rendered perpendicular to the ground, not to the screen. So part of the difficulty to see them is in the code.
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: flashier battles

Post by Buginator »

It is both content, and code issues, and also, we have to remember that for 2.2.x at least, lower end hardware will play it, so we can't really have it THAT 'flashy'...for trunk, that is another story. :)
and it ends here.
User avatar
eyestrain92
Trained
Trained
Posts: 62
Joined: 08 Apr 2007, 01:01

Re: flashier battles

Post by eyestrain92 »

I think that battles are flashy enough with rubble flying everywhere. The sounds make it for me...
User avatar
dant3 5tra5t
Trained
Trained
Posts: 56
Joined: 09 Jun 2009, 19:37

Re: flashier battles

Post by dant3 5tra5t »

yeah but the sound tends not to play when too many units are firing at the same time
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: flashier battles

Post by Buginator »

dant3 5tra5t wrote:yeah but the sound tends not to play when too many units are firing at the same time
Well, the newer sound code should help, but, you can still run out of sources. That will have to wait for when I get more time to fix.
and it ends here.
User avatar
dant3 5tra5t
Trained
Trained
Posts: 56
Joined: 09 Jun 2009, 19:37

Re: flashier battles

Post by dant3 5tra5t »

good because it is very funny to overhear machine gun fire over gaus cannons and ripples