As a starter i'm not saying that you have to do anything i say in here, but these are ideas that i would like to see.
I would like to see some more superweapons, aside laser satelite strike. I would like to see a EMP missile, that can shut down half of the enemy base or half of the map. (Superweapon) I know it may be overpowered as hell, but it can shut down your units too. So it's more of a tactical use missile to hold enemy forces away for enough time to build up some defences, or use it to simply render enemy defences useless, while cutting through the front line. Also EMP can make Aircraft (VTOL) fall from the sky. And maybe not destroy the aircraft but heavily damage it on fall. That's for a single super weapon. I would like to see a nuke strike too. I do know it created nuclear winter, but by sheer amount energy it produces when nuclear reaction starts, it's a good VMD.
Superweapons aside.
I would like to see a legged propulsion for tanks, like 2-legged and/or quad legged mechs. Something similar to the Mechwarrior and Armored Core and maybe something similar to Gundam (Strangely enough).
Again i don't think it will ever be implemented, i just would like to see something new.
Also regardless of your decision, i just love this game. It's strange that original creators didn't have enough money to continue with this game.
My ideas.
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lav_coyote25
- Professional

- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: My ideas.
money had no real bearing on it... was just the circumstances of the time... ie: brining out a jump and grunt (FPS) and wanting to have all their resources available for that. big whoop.JKL998 wrote: It's strange that original creators didn't have enough money to continue with this game.
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Jorzi
- Regular

- Posts: 2063
- Joined: 11 Apr 2010, 00:14
Re: My ideas.
Hi, glad you like the game.
Some of the features (like the nuke) have been implemented in some mods, for example here, but also in the ntw mod. Probably won't be implemented in the base game though, since they would have quite a radical effect on game balance.
There was also a bit of work done on legged propulsions, but one of the main problems with that one is the current animation system, or maybe the lack thereof. AFAIK cyborgs and oil derricks are handled separately in the code, and the animations are done frame by frame
Some of the features (like the nuke) have been implemented in some mods, for example here, but also in the ntw mod. Probably won't be implemented in the base game though, since they would have quite a radical effect on game balance.
There was also a bit of work done on legged propulsions, but one of the main problems with that one is the current animation system, or maybe the lack thereof. AFAIK cyborgs and oil derricks are handled separately in the code, and the animations are done frame by frame


-insert deep philosophical statement here-
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JKL998
- New user
- Posts: 2
- Joined: 15 Jan 2012, 18:10
Re: My ideas.
How is this animation handled? I see that in-game trucks and tanks and such turn their "turret" to needed position and such, so with what is that handled? Thanks for viewing my topic and post.
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Jorzi
- Regular

- Posts: 2063
- Joined: 11 Apr 2010, 00:14
Re: My ideas.
Since the models are made up of body, propulsion and turret, and the turret has a separate model for the "gun barrel" part, it is not very hard to make them rotate or move according to certain parameters. However, the animation I'm talking about is having the vertices of the mesh doing a certain action, like a walk cycle, for example. Right now it is done by having one "level" of the .pie file (essentially a separate model) for each frame of animation.


-insert deep philosophical statement here-
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Berg
- Regular

- Posts: 2204
- Joined: 02 Sep 2007, 23:25
- Location: Australia
Re: My ideas.
Pie models have levels and each level can have its orientation changed using a .ani file see derrick for example.
Note the levels each set can be changed in its orientation to the position of the structure,,'
The code to enable each animated model is hard coded I believe but it can be changed with the ani file.
here is the derrik ani file
hope this is helpfull
I did do a study of frame animation a while back and posted a lot of info here viewtopic.php?f=33&t=5311
Code: Select all
PIE 2
TYPE 10200
TEXTURE 0 page-108-player-buildings.png 256 256
LEVELS 3
LEVEL 1
POINTS 61
-52 7 22
51 7 22
51 7 -21
-52 7 -21
51 0 -21
-52 0 -21
51 0 22
-52 0 22
-15 30 7
43 30 7
43 30 -6
-15 30 -6
48 7 -8
-20 7 -8
48 7 9
-20 7 9
17 78 -4
17 83 -4
-45 8 -18
-42 7 -18
17 83 -9
-45 8 -20
17 77 9
17 82 9
-45 8 20
-42 7 20
-45 8 18
17 82 4
17 77 4
-42 7 18
-24 5 -1
-27 5 -1
-27 71 -1
-24 71 -1
-24 5 1
-24 71 1
-27 5 1
-27 71 1
17 7 -20
17 80 -8
22 80 -8
22 8 -20
17 80 9
22 80 9
17 8 21
22 8 21
17 77 -9
-42 7 -20
17 83 -8
-57 26 -39
57 26 -39
57 0 -39
-57 0 -39
57 26 39
57 0 39
-57 26 39
-57 0 39
-55 26 -37
55 26 -37
-55 26 37
55 26 37
POLYGONS 74
200 3 0 1 2 153 184 88 184 88 224
200 3 0 2 3 153 184 88 224 153 224
200 3 3 2 4 88 192 153 192 153 184
200 3 3 4 5 88 192 153 184 88 184
200 3 2 1 6 97 224 96 184 89 184
200 3 2 6 4 97 224 89 184 88 224
200 3 1 0 7 88 216 153 216 153 224
200 3 1 7 6 88 216 153 224 88 224
200 3 0 3 5 144 184 144 224 153 224
200 3 0 5 7 144 184 153 224 153 184
200 3 8 9 10 103 168 145 168 145 184
200 3 8 10 11 103 168 145 184 103 184
200 3 11 10 12 140 184 107 184 103 169
200 3 11 12 13 140 184 103 169 145 169
200 3 10 9 14 108 173 126 173 129 181
200 3 10 14 12 108 173 129 181 106 181
200 3 9 8 15 140 184 108 184 103 168
200 3 9 15 14 140 184 103 168 145 168
200 3 8 11 13 108 173 126 173 129 181
200 3 8 13 15 108 173 129 181 106 181
200 3 16 17 18 255 49 252 49 252 0
200 3 16 18 19 255 49 252 0 255 0
200 3 20 21 18 255 0 255 49 252 49
200 3 20 18 17 255 0 252 49 252 0
200 3 22 23 24 255 49 252 49 252 0
200 3 22 24 25 255 49 252 0 255 0
200 3 26 27 28 255 49 255 0 252 0
200 3 26 28 29 255 49 252 0 252 49
200 3 27 26 24 255 0 255 49 252 49
200 3 27 24 23 255 0 252 49 252 0
200 3 30 31 32 206 1 209 1 209 33
200 3 30 32 33 206 1 209 33 206 33
200 3 34 30 33 206 1 209 1 209 33
200 3 34 33 35 206 1 209 33 206 33
200 3 36 34 35 209 33 206 33 206 1
200 3 36 35 37 209 33 206 1 209 1
200 3 31 36 37 209 1 206 1 206 33
200 3 31 37 32 209 1 206 33 209 33
200 3 38 39 40 240 49 234 49 234 1
200 3 38 40 41 240 49 234 1 240 1
200 3 39 42 43 227 5 217 5 217 1
200 3 39 43 40 227 5 217 1 227 1
200 3 42 44 45 240 1 240 49 234 49
200 3 42 45 43 240 1 234 49 234 1
200 3 41 40 43 234 49 227 1 217 1
200 3 41 43 45 234 49 217 1 209 49
200 3 42 39 38 227 1 217 1 210 49
200 3 42 38 44 227 1 210 49 234 49
200 3 46 47 21 255 49 255 0 252 0
200 3 46 21 48 255 49 252 0 254 25
200 3 57 50 49 115 37 115 36 64 36
200 3 57 58 50 64 36 64 37 115 37
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200 3 55 53 60 64 36 64 37 115 37
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200 3 50 53 54 63 36 116 36 116 47
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200 3 53 55 56 63 36 116 36 116 47
200 3 53 56 54 63 36 116 47 63 47
200 3 55 49 52 63 36 116 36 116 47
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200 3 50 49 52 63 36 116 36 116 47
200 3 50 52 51 63 36 116 47 63 47
200 3 50 51 54 63 36 63 47 90 47
200 3 50 54 53 63 36 90 47 90 36
200 3 55 53 54 63 36 116 36 116 47
200 3 55 54 56 63 36 116 47 63 47
200 3 55 56 52 90 36 90 46 63 46
200 3 55 52 49 90 36 63 46 63 36
LEVEL 2
POINTS 8
-26 73 -5
-20 73 0
-26 73 5
-32 73 0
-26 22 -5
-20 22 0
-26 22 5
-32 22 0
POLYGONS 5
200 4 3 2 1 0 217 5 213 1 209 5 213 9
200 4 0 1 5 4 252 49 247 49 247 1 252 1
200 4 1 2 6 5 247 49 241 49 241 1 247 1
200 4 2 3 7 6 241 49 247 49 247 1 241 1
200 4 3 0 4 7 247 49 252 49 252 1 247 1
LEVEL 3
POINTS 26
12 80 7
8 98 7
26 103 7
31 85 7
12 80 -6
31 85 -6
26 103 -6
8 98 -6
-59 66 2
-61 75 2
17 96 2
19 88 2
-59 66 -1
19 88 -1
17 96 -1
-61 75 -1
-60 95 3
-67 90 3
-67 90 -2
-60 95 -2
-68 64 3
-68 64 -2
-50 35 3
-50 35 -2
-44 39 3
-44 39 -2
POLYGONS 16
200 4 3 2 1 0 246 49 246 62 231 62 231 49
200 4 7 6 5 4 233 62 221 62 221 49 233 49
200 4 5 6 2 3 247 62 247 49 255 49 255 62
200 4 6 7 1 2 247 62 241 62 241 49 247 49
200 4 11 10 9 8 225 120 233 120 233 64 225 64
200 4 7 4 0 1 244 49 244 62 235 62 235 49
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200 4 14 15 9 10 241 120 241 64 232 64 232 120
200 4 19 18 17 16 31 252 30 247 30 247 31 252
200 4 18 21 20 17 30 247 17 241 17 241 30 247
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200 4 22 24 16 20 0 244 1 248 31 252 17 241
200 3 20 16 17 17 241 31 252 30 247
200 4 19 25 23 21 31 252 1 248 0 244 17 241
200 3 19 21 18 31 252 17 241 30 247
The code to enable each animated model is hard coded I believe but it can be changed with the ani file.
here is the derrik ani file
Code: Select all
/* header format: anim3d [filename] [frames][framerate] [num objects] */
/* anim line: [frame] [x] [y] [z] [xrot] [yrot] [zrot][xscale] [yscale] [zscale] */
ANIM3DTRANS "BLDerik.pie" 25 15 3
{
ANIMOBJECT 0 "DerrickBase"
{
0 0 0 0 0 0 0 1000 1000 1000
1 0 0 0 0 0 0 1000 1000 1000
2 0 0 0 0 0 0 1000 1000 1000
3 0 0 0 0 0 0 1000 1000 1000
4 0 0 0 0 0 0 1000 1000 1000
5 0 0 0 0 0 0 1000 1000 1000
6 0 0 0 0 0 0 1000 1000 1000
7 0 0 0 0 0 0 1000 1000 1000
8 0 0 0 0 0 0 1000 1000 1000
9 0 0 0 0 0 0 1000 1000 1000
10 0 0 0 0 0 0 1000 1000 1000
11 0 0 0 0 0 0 1000 1000 1000
12 0 0 0 0 0 0 1000 1000 1000
13 0 0 0 0 0 0 1000 1000 1000
14 0 0 0 0 0 0 1000 1000 1000
15 0 0 0 0 0 0 1000 1000 1000
16 0 0 0 0 0 0 1000 1000 1000
17 0 0 0 0 0 0 1000 1000 1000
18 0 0 0 0 0 0 1000 1000 1000
19 0 0 0 0 0 0 1000 1000 1000
20 0 0 0 0 0 0 1000 1000 1000
21 0 0 0 0 0 0 1000 1000 1000
22 0 0 0 0 0 0 1000 1000 1000
23 0 0 0 0 0 0 1000 1000 1000
24 0 0 0 0 0 0 1000 1000 1000
}
ANIMOBJECT 1 "Piston"
{
0 0 0 0 0 0 0 999 1000 1000
1 0 0 544 0 0 0 999 1000 1000
2 0 0 2056 0 0 0 999 1000 1000
3 0 0 4349 0 0 0 999 1000 1000
4 0 0 7242 0 0 0 999 1000 1000
5 0 0 10548 0 0 0 999 1000 1000
6 0 0 14085 0 0 0 999 1000 1000
7 0 0 17668 0 0 0 999 1000 1000
8 0 0 21112 0 0 0 999 1000 1000
9 0 0 24235 0 0 0 999 1000 1000
10 0 0 26851 0 0 0 999 1000 1000
11 0 0 28776 0 0 0 999 1000 1000
12 0 0 29827 0 0 0 999 1000 1000
13 0 0 29827 0 0 0 999 1000 1000
14 0 0 28776 0 0 0 999 1000 1000
15 0 0 26851 0 0 0 999 1000 1000
16 0 0 24235 0 0 0 999 1000 1000
17 0 0 21112 0 0 0 999 1000 1000
18 0 0 17668 0 0 0 999 1000 1000
19 0 0 14085 0 0 0 999 1000 1000
20 0 0 10548 0 0 0 999 1000 1000
21 0 0 7242 0 0 0 999 1000 1000
22 0 0 4349 0 0 0 999 1000 1000
23 0 0 2056 0 0 0 999 1000 1000
24 0 0 544 0 0 0 999 1000 1000
}
ANIMOBJECT 2 "Box03"
{
0 0 0 0 0 0 0 1000 1000 1000
1 -671 0 168 0 480 0 999 1000 999
2 -2680 0 707 0 1921 0 999 1000 999
3 -6001 0 1720 0 4328 0 999 1000 999
4 -10581 0 3374 0 7705 0 999 1000 999
5 -16322 0 5895 0 12052 0 999 1000 999
6 -23053 0 9556 0 17365 0 1000 1000 1000
7 -29891 0 14178 0 23089 0 999 1000 999
8 -35243 0 18562 0 27886 0 1000 1000 1000
9 -39228 0 22361 0 31703 0 1000 1000 1000
10 -42031 0 25362 0 34550 0 1000 1000 1000
11 -43808 0 27430 0 36440 0 1000 1000 1000
12 -44668 0 28482 0 37382 0 999 1000 999
13 -44668 0 28482 0 37382 0 999 1000 999
14 -43808 0 27430 0 36440 0 1000 1000 1000
15 -42031 0 25362 0 34550 0 1000 1000 1000
16 -39228 0 22361 0 31703 0 1000 1000 1000
17 -35243 0 18562 0 27886 0 1000 1000 1000
18 -29891 0 14178 0 23089 0 999 1000 999
19 -23053 0 9556 0 17365 0 1000 1000 1000
20 -16322 0 5895 0 12052 0 999 1000 999
21 -10581 0 3374 0 7705 0 999 1000 999
22 -6001 0 1720 0 4328 0 999 1000 999
23 -2680 0 707 0 1921 0 999 1000 999
24 -671 0 168 0 480 0 999 1000 999
}
}hope this is helpfull
I did do a study of frame animation a while back and posted a lot of info here viewtopic.php?f=33&t=5311