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Rman Virgil
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Re: New features?

Post by Rman Virgil »

Olrox wrote:
I LOVE the Silent Storm games (of which Hammer & Sickle makes part, of course) - Because you can blow up everything but the ground, and the effects are real-time... and... it runs on my PC, which means that the guys did a really great job for it not to require too powerful setups for playing it. I love the ability to shoot enemies through wooden walls with bursts when I hear them, and to crawl in the ground when they do that to me, and catch 'em in the door because they thought I was dead. Absolutely great experience, took a good investment of about 100 hours of my life until now.

You throw grenades, the bushes and trees loose their leaves, or break down. You can use your weapon's butt to break locked windows to snipe or get past them (indirectly, but you can). You can use a strong melée weapon to break a hole through the wall for you to crawl through it... I feel undeniably amused by this kind of things. Especially when the guys did a great job making a whole lot of WW2 era weapons and buildings and stuff. With a very interesting Turn-based tactical squad-level shooter. (yeah, I love every aspect of that game)

Maybe there's a way to incorporate a "Don't pass through here, AI" boundary system? When making a map, you select Areas with too many features, or too narrow passages, and the AI pathfinding doesn't pass through those places, going around them instead?
I hope that this isn't too hard to implement and would cause problems, because it'd allow the placement of more realistics arrangements of features, especially when we've got more variety.
Yea, that would be awesome. :D

Also - Cliff-Face CAN be done as features and they look fantastic. And, depending on how you set-up the HP stats, they can make for some very interesting game play in the way of deconstructing the map in game play. Not quite terrain deformation as done in mainstream games but still along those lines with tactical and strategic consequences.

Regards, RV :ninja:
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Olrox
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Re: New features?

Post by Olrox »

I especially wanted nice destroyed bridges (to put in cliffs), for The Lost River... Hmmm, but wait, I can do that already! Ahm, I'll make some features for myself and post them here. Hopefully they'll be adequate for inclusion in the main versions for everyone to use them. BTW, are custom features saved with the maps? :rolleyes:
Yeah, I remember some cliffs made this way, in this tileset, with the same reddish looks, they've looked awesome.
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The poster was some freak with multi-accounts :cool:
xD
But he's a nice guy, though...

Regards, Olrox :ninja:
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Rman Virgil
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Re: New features?

Post by Rman Virgil »

Olrox wrote:I especially wanted nice destroyed bridges (to put in cliffs), for The Lost River... Hmmm, but wait, I can do that already! Ahm, I'll make some features for myself and post them here. Hopefully they'll be adequate for inclusion in the main versions for everyone to use them. BTW, are custom features saved with the maps? :rolleyes:
Yeah, I remember some cliffs made this way, in this tileset, with the same reddish looks, they've looked awesome.
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The poster was some freak with multi-accounts :cool:
xD
But he's a nice guy, though...

Regards, Olrox :ninja:
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Yea. He's alright. Means well. Bit of a dinosaur, if you ask me. Sometimes gets a little carried away with his passions and I feel a need to bitch-slap him back down to earth. ;)

Regards, RV :cool:
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Olrox
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Re: New features?

Post by Olrox »

Olrox wrote:BTW, are custom features saved with the maps?
Are they? :ninja:
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Rman Virgil
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Re: New features?

Post by Rman Virgil »

Olrox wrote:
Olrox wrote:BTW, are custom features saved with the maps?
Are they? :ninja:
Far as I know only the file names are stored. The custom feature art and file names have to be dupped appropriately in the game files so that when the map file refs-calls the custom features they are actually loaded from the game files.

Least that is how I recall it working in the past.

Regards, RV :cool:
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Olrox
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Re: New features?

Post by Olrox »

Rman Virgil wrote:Far as I know only the file names are stored. The custom feature art and file names have to be dupped appropriately in the game files so that when the map file refs-calls the custom features they are actually loaded from the game files.

Least that is how I recall it working in the past.
Hmmm, I see.
Then my hopes are into making suitable features so that they are added to the "game files" :cool:
Offering a mod to accompany the map would probably do it, but would cause too much problem with the guys who cause problems, and require anyone playing the same map in MP to have the mod previously installed...

Thanks for the answer!
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Rman Virgil
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Re: New features?

Post by Rman Virgil »

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@ Olrox: Your welcome. :)

And your right on the money with you reasoning. I believe this is precisely why Zarel makes his Re-Balance changes directly to the Base .wz game files.

Mitaguyasin, RV :D

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Zarel
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Re: New features?

Post by Zarel »

Rman Virgil wrote:And your right on the money with you reasoning. I believe this is precisely why Zarel makes his Re-Balance changes directly to the Base .wz game files.
Well, actually, I made them in a mod, first. They were integrated with the base .wz game files since nearly everyone was playing with the changes, and integrating them into the game was easier than having everyone use a mod.

Of course, my rebalance changes haven't integrated any new art assets yet. Additional art assets would indeed be best integrated with base.wz instead of included as a mod.

(Embedding them into the map also works, but can cause conflicts if a different map also has embedded art assets. Embedding the map into a mod would be the best solution, barring submitting the change to base.wz.)
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Olrox
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Re: New features?

Post by Olrox »

Ok, I'll start designing the big broken bridge right now. If someone wants to make a "wanted list" (devs, artists, moderators, regular members, everyone is invited), I'll me working on those within the next 8 hours or so.

To the work. ;)
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Olrox
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Re: New features?

Post by Olrox »

Here is the first version, I'll probably edit it a little bit later. The current size is 2x4 tiles, it is supposed to be placed in large rifts. I'll make column remains to put underneath their supposed trajectory, I think it'll look very good!
Broken Bridge! No textures yet. 2x4.
Broken Bridge! No textures yet. 2x4.
Per
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Re: New features?

Post by Per »

Olrox wrote:Ok, I'll start designing the big broken bridge right now. If someone wants to make a "wanted list" (devs, artists, moderators, regular members, everyone is invited), I'll me working on those within the next 8 hours or so.
Can I have an unbroken version of that bridge, too? It would also need a middle piece that can be repeated to form the bridge span. I cannot promise I'll have code support for bridges any time soon, but then at least I'll have something to work with and motivate bridge development :)
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Olrox
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Re: New features?

Post by Olrox »

Per wrote:Can I have an unbroken version of that bridge, too? It would also need a middle piece that can be repeated to form the bridge span. I cannot promise I'll have code support for bridges any time soon, but then at least I'll have something to work with and motivate bridge development :)
I probably still have the solid history - hopefully I can recover the whole bridge (it may sounds like madness to make an entire bridge and them break it down to a small piece, but that's how I made it :P ). If not, I think I can remember most of its measures and angles :rolleyes:
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Re: New features?

Post by Mysteryem »

Per wrote:Can I have an unbroken version of that bridge, too? It would also need a middle piece that can be repeated to form the bridge span. I cannot promise I'll have code support for bridges any time soon, but then at least I'll have something to work with and motivate bridge development :)
Per, I can get you all the bridge parts that were made by pumpkin if you want. They could be useful as placeholders for the time being.
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Re: New features?

Post by Per »

Mysteryem wrote:Per, I can get you all the bridge parts that were made by pumpkin if you want. They could be useful as placeholders for the time being.
I had no idea they even existed. Yes, please!
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Re: New features?

Post by Mysteryem »

Per wrote:
Mysteryem wrote:Per, I can get you all the bridge parts that were made by pumpkin if you want. They could be useful as placeholders for the time being.
I had no idea they even existed. Yes, please!
xD You said that last time.

You will want to run them through your conversion tools. They have double sided polygons and other unused data.
These, along with more pumpkin made features, are found in editworld's features directory.
Attachments
bridgepies.zip
(2.19 KiB) Downloaded 226 times
"...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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