Is it possible? (Trunkports)
Moderators: jelco, bert_the_turtle
Is it possible? (Trunkports)
Hi, just recently bought Multiwinia. I once made some models and levels for Darwinia. And am now wanting to start playing around with Multiwinia before the editor is released.
A lot of features aren't present in Multiwinia, but does this mean also that they're not available at all for modders that might like to make a multi-level campaign?
I ask this because I'd like to develop what I did before with Darwinia into Multiwinia. And having trunkports work the same as they did with Darwinia.
i.e.
A multi-player game using trunkports to goto a different map either to run away from onslaught (although you may be followed), or jump into another map after defeating all the players to bring your army straight into play somewhere else.
Thanks.
A lot of features aren't present in Multiwinia, but does this mean also that they're not available at all for modders that might like to make a multi-level campaign?
I ask this because I'd like to develop what I did before with Darwinia into Multiwinia. And having trunkports work the same as they did with Darwinia.
i.e.
A multi-player game using trunkports to goto a different map either to run away from onslaught (although you may be followed), or jump into another map after defeating all the players to bring your army straight into play somewhere else.
Thanks.
Best to put it like this: Trunkports only act as special buildings, and are only gateways through the storyline. Really they just complete an objective to allow you to go to the next level. The only way to make it seem like things are going through is to connect an ai spawn point to a building that can be activated dynamically.(ie, blueprintconsoles, spawnpoints(sometimes gets errors) and I think even control towers).
I do see a way though this would work, but it'd lag a lot.
I do see a way though this would work, but it'd lag a lot.
So its impossible at the moment because the spawning of armour/dg's is set per map in the levels map/text file.
In Darwinia, trunkports became active when objectives were completed. When activated, this opened up another map(s) from the globalworld. Trunkports were the exits from the maps.
And no globalworld, so no way to link 2 or more maps together. Shame.
I guess the network code would have to be a lot more complex to deal with say 4 maps and upto 16 players at a time.
And trunkports to only become open when the map its linked to has an available slot for a human player. I guess my idea of a multi player darwinia is beyond multiwinia.
Nevermind. Silly idea anyway.
Silly Idea #2
Combine CTS gametype with RR.
Runs....
In Darwinia, trunkports became active when objectives were completed. When activated, this opened up another map(s) from the globalworld. Trunkports were the exits from the maps.
And no globalworld, so no way to link 2 or more maps together. Shame.
I guess the network code would have to be a lot more complex to deal with say 4 maps and upto 16 players at a time.
And trunkports to only become open when the map its linked to has an available slot for a human player. I guess my idea of a multi player darwinia is beyond multiwinia.
Nevermind. Silly idea anyway.
Silly Idea #2
Combine CTS gametype with RR.
Runs....
Cyberdyne wrote:In Darwinia, trunkports became active when objectives were completed. When activated, this opened up another map(s) from the globalworld. Trunkports were the exits from the maps.
That is not quite correct. A Trunkport is activated in Darwinia when the ControlTower linked to that Trunkport is brought online by an engineer. If that Trunkport is a mission objective (which, in Darwinia, it always will be, as activating Trunkports always become secondary objectives if they are not made primary objectives), then the objective is completed when the Trunkport comes online (NB: in Darwinia, all objectives are only completed when certain buildings are online, or, in a few cases, when certain research items are found).
Cyberdyne wrote:Nevermind. Silly idea anyway.
Not necessarily a silly idea, but not feasible with the current setup. What you are asking for is almost an MMO, to be honest.
Cyberdyne wrote:Combine CTS gametype with RR.
How would that work?
xander
- Cyberdyne Systems
- level1
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Cyberdyne Systems wrote:I see that the new editor has lots of new entries in the language/english.txt.
Some of which imply that a single player campaign with a globalworld will be possible to make from scratch.
Is the new editor just hiding from us in 1.30?
What "new editor" are you talking about? No level editor has yet been released for Multiwinia, unless, of course, you consider that the beta testers may have access to a beta version of the editor. Even if the latter were true, they couldn't talk about it, as it would likely be covered by IV's NDA.
If, on the other hand, you are talking about the items than can be found in the data files, I am pretty certain that everything from Darwinia is still in Multiwinia. This likely makes the task of working on Darwinia+ for the XBox much easier.
xander
- Cyberdyne Systems
- level1
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- Joined: Mon Nov 12, 2001 7:50 am
I'm not asking anyone to talk about it (paranoia?), but it doesn't take a brain surgeon to see what will be available to the editor when its released. As I said in my first sentence, all these strings are in data/language/english.txt. And they're definately not just strings left over from Darwinina. They are in the Multiwinia section of the language file.
Example of some;
Example of some;
Code: Select all
multiwinia_menu_campaign Darwinia Campaign
multiwinia_help_campaign Save all of Darwinia from an evil attacking virus in this single player story
multiwinia_editor_mapfilename Map Filename
multiwinia_editor_create Create New Map
multiwinia_editor_edit Edit Existing Map
multiwinia_editor_change Change Map
multiwinia_editor_nomapselected No Map Selected
multiwinia_editor_current Current Map:
multiwinia_editor_selectmap Select Map
multiwinia_editor_mapexists A map with this filename already exists.
multiwinia_editor_mapcreated Map *F has been successfully created
multiwinia_editor_success Success
# === new editor strings ==========================
editor_leveloption_0 NoHandicap
editor_leveloption_1 InstantSpawnCapture
editor_leveloption_2 Trunkport Reinforcements
editor_leveloption_3 Trunkport Armour
editor_leveloption_4 No GunTurrets
editor_leveloption_5 Attacker Reinforcements
editor_leveloption_6 Defender Reinforcements
editor_leveloption_7 Def. Reinforcement Type
editor_leveloption_8 Att. Reinforcement Type
editor_leveloption_9 Force Radar Team Match
editor_leveloption_10 No Radar Control
editor_leveloption_11 Num Zones for Airstrike (BK)
editor_leveloption_12 Futurewinian Team
editor_leveloption_13 Att. Reinforcement Mode
editor_leveloption_14 Def. Reinforcement Mode
editor_checkcliffs Check Cliffs
editor_flattentype Flatten Type
editor_flatten_absolute Absolute
editor_flatten_add Add
editor_flatten_subtract Subtract
editor_flatten_subtract2 Subtract 2
editor_flatten_smooth Smooth
editor_threshold Threshold
editor_armourtarget Armour Target
editor_blockpowerups Block Powerups
editor_pickuponly Pickup Only
editor_maxheight Max Height
editor_forcecoop Force Co-op
editor_coop Co-op
editor_defenderpopcap Defender Pop. Cap
editor_coopgroup1 Co-op Group 1
editor_coopgroup2 Co-op Group 2
editor_attackingteams Attacking Teams
editor_basic Basic Options
editor_coop_options Co-op Options
editor_assault_options Assault Options
editor_map_options Map Options
editor_effects Effects
editor_effects_snow Snow
editor_effects_lightning Lightning
editor_effects_dustwind Dust Storm
editor_effects_soulrain Soul Rain
editor_effects_speciallights Special Lighting
editor_selectterrain Select Terrain Colour
editor_selectwaves Select Wave Colour
editor_selectwater Select Water Colour
editor_publish Publish
editor_description Description
- Cyberdyne Systems
- level1
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I hope they don't trim too much out that wasn't deemed 'fun' by a few people. Like the tank battle game type being dropped because of it being buggy on bumpy terrain. I still would like to have a go on a flat map with walls for cover. Tried editing it back in but its not selectable. Probably because the tankbattle type mission files need something specific that I haven't found yet.
I could've made an Atari Combat clone. But without bouncing grenades (ala pong).
I could've made an Atari Combat clone. But without bouncing grenades (ala pong).
It also does not take a brain surgeon to realize that when the editor is released, it will have to contain functionality specific to Multiwinia, so I don't see why you should be surprised that the language files contain strings that reference Multiwinia-specific functionality. I would also note that I did not say that everything in the language files that didn't make sense came specifically from Darwinia, only that there are still a lot of strings in there from Darwinia. Your post was very vague, and I couldn't really figure out what your point was, so I replied in the best way that I could.
Let me try again, hopefully this time I will answer the question that you were asking:
No dur. Of course there are going to be new entries for the level editor. It is not the same editor as was used by Darwinia. New functionality will have to be added to support Multiwinia-specific functionality, and it should come as no surprise that supporting strings are found in the language files.
I don't see how you get that impression. The strings in the Multiwinia language files are (a) from Darwinia, (b) specific to Multiwinia, and (c) specific to Darwinia+. What you are seeing as strings that imply the possibility of creating single player campaigns for Multiwinia are more likely strings related either Darwinia+, or editing single mult-player levels for Multiwinia. You have, thus far, not provided me with any specific strings that convince me otherwise.
IV have repeatedly stated that they will, eventually, release a level editor for Multiwinia. That editor has not yet been released, and no one but IV can say when it will be released, or what the version number of Multiwinia will be when it is released.
xander
Let me try again, hopefully this time I will answer the question that you were asking:
I see that the new editor has lots of new entries in the language/english.txt.
No dur. Of course there are going to be new entries for the level editor. It is not the same editor as was used by Darwinia. New functionality will have to be added to support Multiwinia-specific functionality, and it should come as no surprise that supporting strings are found in the language files.
Some of which imply that a single player campaign with a globalworld will be possible to make from scratch.
I don't see how you get that impression. The strings in the Multiwinia language files are (a) from Darwinia, (b) specific to Multiwinia, and (c) specific to Darwinia+. What you are seeing as strings that imply the possibility of creating single player campaigns for Multiwinia are more likely strings related either Darwinia+, or editing single mult-player levels for Multiwinia. You have, thus far, not provided me with any specific strings that convince me otherwise.
Is the new editor just hiding from us in 1.30?
IV have repeatedly stated that they will, eventually, release a level editor for Multiwinia. That editor has not yet been released, and no one but IV can say when it will be released, or what the version number of Multiwinia will be when it is released.
xander
- The GoldFish
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As far as I'm aware, scripting is entirely disabled in Multiwinia. If it isn't, chances are script trigger buildings are culled on map load. Without these there's not much you can do...
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
- NeoThermic
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