About Artillery, Cliffs and Models

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Merlin4711
New user
Posts: 1
Joined: 07 Mar 2012, 00:47

About Artillery, Cliffs and Models

Post by Merlin4711 »

Hello over there,

at first I want to note that I rarely like a game as much as Warzone 2100. Commercial products may look better, sounds more explosive and got a fancy copy-protection, but Warzone do score with gameplay. Hm... hard to express what I'm thinking about it, especially because I'm far away from being a native english speaker (and writer).

But I will try to name a couple of thinks I'm thinking about since serval hours of playing. :lecture:

1) Coding, Scripting, Mapping and Artwork Subforums with a huge load of topics to view in... I'm pretty sure even with the extensive usage of the Search-Function I will not be able to find out, why it looks like there are still the same models in use as in the beginning of this project. Surly there are many people which would be able to create new content for the game (like this Command Center), but it looks like... well, it looks like the state of art present in games during the last millenium. Are there such nasty engine limitations, which prevent using high-detail-models? At least I worked a lot with Blender some years ago (about five), and I noticed that the guy here did ask for a new railgun-model.
So whats up with keeping the old models?

2) As said before, I'm on my very own warpath with every kind of search-function since I used a computer for the first time. So I moved into a very awaked position, want to name a Bug-like thing I spotted in the actual Beta, but still have no idea where I can do this. (and verify that this may be even not a bug) :hmm:

Yes, I were able to reproduce this at every map, where the following conditions are met:
Use a Car with a random body, a random propulsion and any kind of Artillery-Marking Sensor-Array. This works very well with stationary installations and mobile arty, until the Spotter will encounter a... cliff. Even than the Spotter seems to be able to target some of the targets up there, but most times he drive himself into his doom, because he doesn't stay away and led artillery-fire into the target... no, this dumbass loose every kind of self-preservation and drive in front of the designated target. Must not be a problem at all, until the target is something like a super-fortress.
That happen especially, if the target is located at a slightly higher level compared to the position of the spotter. But it will appear too, if the target is just placed beside a hill. Taking out a Cannon-Fortress hidden behind a small corner with arty using the spotter? No way. The spotter keep on driving in front of the Fortress.
This is some line of sight problem, isn't it?
But this isn't all. If a direct-fire-unit has to create a line of sight to hit its target, I think thats pretty ok. But even randomly roaming mobile Artillery-Cars try to drive in front of a fortress hidden in such a way. Why not shooting over the hill? No, we must let destruct ourselfes by the fortress. :stressed:
That even appears, if the target is just upside a small cliff. Arty and Arty-Spotter take their time to move up on this hill, ignoring every danger on their way up (and get toasted).
At the end, A Sensor-Tower placed in front of this cliff should lead stationary arty-fire directly into this targets, but it looks like the tower and the mobile arty loose more than half of their range if there is a little cliff in front of them. On a open filed, all works as expected. In a valley-environment enemy troops pass by the Tower uphills without even getting noticed. The only thing I hear from this tower is "structure taking damage".


Well, ok. Surly there is something about this placed deep inside the forum. If this is true, please hand out the link to me (here for example). :oops:

Thats all for now. I'll wait with doing any modeling until I can foresee if I can meet the requirements of this. :!!!:

So, for now, have a nice evening
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