Feature Request

Talk about your new mod or map here

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trickfred
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Postby trickfred » Thu Mar 16, 2006 10:39 pm

nihilesthetics2 wrote:I know when Im beaten. I graciously withdraw this feature request


Dude, by no means are we the committee that decides what will make it into future patches. I was just expressing an opinion as to whether or not I felt it was likely that it wouild be added, and whether or not it should be high up on the list of things we, as a modding community, think are essential to be added to the game. If nearly everything else on the list was added/fixed, and IV still wanted to add something to the game, then this'd be a great idea. I just see other things that would be better worth their limited and precious development time (since most of their time is probably spent on Defcon these days).

nihilesthetics2 wrote:
trickfred wrote:
nihilesthetics2 wrote:3. Fix caves.

Add it to a mod as a static shape, and throw an AISpawnpoint under it. Done in EW Part 2. (Were they supposed to originally do anything different, anyways?) Didn't see it as a priority, that's why I didn't list it.

I always thought of them more as radardishes but without the line of sight. But youre right - who knows?


...That would be an awesome way to use them. There's no real way to even trick the game into adding that functionality though... If there was some kind of scriptable ability to add and remove units from a map during gameplay (more reliably than an AISpawnPoint), with triggers, like a scripttrigger that doesn't delete itself after first use, that deletes a DG when it enters, and then places a DG at the second (cave) point...

nihilesthetics2 wrote:
trickfred wrote:
nihilesthetics2 wrote:Fix Safeareas ( can go on and offline )

That's been discussed in other threads, and there are good reasons for and against it. Something about a 'sticky' and 'latched' option, to choose whether or not they go offline again, and then having them all stay online permanently once all of them in a level are active, for game.txt purposes. The way items are removed from game.txt after they're executed thouugh, I don't see this as likely in any form.

I was thinking more along the lines of the difference between team 0 and team 1 with this one. I might be getting confused again, but as I remember it, team 0 safearea population uses >= logic, but team 1 uses = logic. A team 0 safearea with 0 population parm, and 1 or more units within the range will go online, but a similar setup with team 1 will only go online when the number of units within range actually reaches zero.


I actually like it that way - allows objectives to be created like 'defeat all spiders', and such. The last level of Stricken, and several levels of my mods (ALL of ArcadeRemix) wouldn't work if team 1 safeareas didn't use = logic... unless you could then use BuildingOffline as an objective requirement. I guess that would require SafeAreas to be changed, but that would break a lot of things now.... seems like a messy change.

Edit:
trickfred wrote:Edit: We should talk to Nihil about web-enabling his script, so you can dump your .ase file onto his site and have it spit out a .shp file. That is, if his web server supports perl.

Thats a nice little project to keep me occupied for a while. I was meaning to update it to generate markers anyway. Good idea.
N2[/quote]

Thanks. I was actually going to ask you if I could do it, my new webhost supports perl, but since it's your script and all... :D
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Postby nihilesthetics2 » Thu Mar 16, 2006 11:19 pm

trickfred wrote:...That would be an awesome way to use them. There's no real way to even trick the game into adding that functionality though... If there was some kind of scriptable ability to add and remove units from a map during gameplay (more reliably than an AISpawnPoint), with triggers, like a scripttrigger that doesn't delete itself after first use, that deletes a DG when it enters, and then places a DG at the second (cave) point...


What I mean is, I thought that was the way they were supposed to work in the game before they were removed by IV, so fixing it would make it work like that. You are right that there isnt much point in IV fixing them if they originally worked just like spawnpoints.

trickfred wrote:I actually like it that way - allows objectives to be created like 'defeat all spiders', and such. The last level of Stricken, and several levels of my mods (ALL of ArcadeRemix) wouldn't work if team 1 safeareas didn't use = logic... unless you could then use BuildingOffline as an objective requirement. I guess that would require SafeAreas to be changed, but that would break a lot of things now.... seems like a messy change.

I agree with you, but I think team 0 should use = logic too. Its more flexible. '= logic' isnt really the correct term ( my fault :)), because the building stays online when the population is greater for both teams. But for team 0, a safearea of population 0 will go online even if the level starts with a team 0 unit in range. If it was fixed you could create an objective like ' dont loose all your darwians'.

trickfred wrote:... I was actually going to ask you if I could do it ...

You most certainly can. Host it, change it, use it as a basis for your own scripts, whatever you want. No problems. On a similar note, does anybody remember a perl script by jackmn called shapeview? I was looking for it I cant find it anywhere

Edit:
Just a thought, but there have been several requests for a shape repository. Makes sense to host them in the same place as the converter, if youve got the space.

Edit:
I fixed a few bugs in the converter about a month ago.

N2
Last edited by nihilesthetics2 on Thu Mar 16, 2006 11:32 pm, edited 1 time in total.
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Postby trickfred » Thu Mar 16, 2006 11:29 pm

If they send it, I will host. And in light of that, I need to ask you a question about a certain 'project'...

About shapeview.pl - I had it, but lost it in my HD crash with EWp3. it was a great little script, and the original link is dead - looks like jackmn forgot to pay his hosting bill. If anyone has a copy of it, I (and probably Nihil) would be grateful if they could email it to me so I can host a copy to make it available again.
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Postby daset » Fri Mar 17, 2006 12:34 am

Also a few more...

1) I know that units are hardcoded, but I'll just post this anyway. If you can't edit the units, at least make a few elements non-hardcoded, like a few booleans.
Examples
bDropsSoul
bInUnit
bFlies
...

2) Make more teams with more colors. There are only team 0 through 3, and 3 just sits around looking cool. Probably not the greatest of priorities, but what the hell.

3) Make virii visible on all teams(hey, come on!).

My two cents.
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Postby trickfred » Fri Mar 17, 2006 12:55 am

daset wrote:Also a few more...

1) I know that units are hardcoded, but I'll just post this anyway. If you can't edit the units, at least make a few elements non-hardcoded, like a few booleans.
Examples
bDropsSoul
bInUnit
bFlies
...


InUnit is only used for Squads and Centipedes, and is already changeable. Though changing it to 0 for either of those will crash the game, and there's no point setting it to '1' for anything else.

Flies? Not likely that easy to do.

Drops soul? Could be an interesting mod twist.

daset wrote:2) Make more teams with more colors. There are only team 0 through 3, and 3 just sits around looking cool. Probably not the greatest of priorities, but what the hell.

3) Make virii visible on all teams(hey, come on!).


More teams will come with multiplayer (eventually). Hopefull we'll be able to use that functionality in mods as well.

Forgot about the invisible Virii thing, but I think some people have used that 'glitch' to their advantage in some mods. :D
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Postby daset » Fri Mar 17, 2006 3:56 am

Another suggestion: split up the textures to each individual use(e.g. glow--->virusglow, trunkportglow, shadow, worldmapglow)

Ok, I've thought of more booleans that could be made for units.
bControllable //by team 2 of course
bAccessesPorts
bImmuneToLasers
bImmuneToBigGuns
bWorm //made up of links as in the virii and SDs
b3D
bHorizontal //must not be 3d; chcked will be a flat sprite, if this is not checked, will be upright
bOfficerCommands
bEnginnerCommands
bSquaddieAttack
bJumpAttack //spiders
bCrushAttack //centipede,SDs
bEatAttack //virii, ants
bDGAttack
bArmorCommands //And carrying capacity and setup into cannon
bLaysEggs
bGlows //as the virii do, only works with 2d units
bDestroysSouls
bAffectedByController
bAffectedByOfficer
bEatsSouls //As centipede, I'll figure it out later
bCarrysSouls
bEggFertilizer //As an AI
bIncubatorDropper //As an engineer AI
bAnthillHome //As ant AI

Note that these are merely to distribute the unique abilties among units so each unit wouldn't have a specific abilty that you have to use. There would be no new abilities to code, just a redistribution of abilities already present in the game. These would also require a marker change in the shape files if need be with each mod.

Btw, why not the flying ability? It was an ability already displayed in engineers and SDs and SporeGens.

And the InUnit thing, I was thinking of mb using it as changing the unit mode to a centipede type... or squaddie... but i dunno...


I know that is about .001% chance of any of this happening, but I just wanted to throw ideas out there.
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Postby trickfred » Fri Mar 17, 2006 4:12 am

Seperating sprites has already been suggested. You did read the list, right?

And somehow I highly doubt that the units/enemies were designed in such a way that all it takes to make one fly or act like an Officer is the flick of a boolean switch.

What you're talking about is retooling the entire game to suit the way you think it should have been designed in the first place. While that's all well and good (and on some levels, I do agree with what you're saying), what we're talking about is simple things that we hope can be added to the existing game as it is.

IV isn't a huge think tank with hundreds of programmers able to throw thousands of man-hours at this. It's really just two-three guys doing all the programming.
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Postby daset » Fri Mar 17, 2006 6:17 am

Yes, that is why I added this at the bottom of my post.

I know that is about a .001% chance of any of this happening, but I just wanted to throw ideas out there.


In no way am I ever expecting this to ever even happen. But it is just a hope after all. I still can hope on this forum, can't I? Or is that too spammy?
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Postby trickfred » Fri Mar 17, 2006 6:23 am

daset wrote:Yes, that is why I added this at the bottom of my post.

I know that is about a .001% chance of any of this happening, but I just wanted to throw ideas out there.


In no way am I ever expecting this to ever even happen. But it is just a hope after all. I still can hope on this forum, can't I? Or is that too spammy?


You've got every right to post whatever you want.

And I've got every right to tell you I don't think it'll ever happen.

You've also got every right to tell me to blow it out my posterior.

I like to argue with people, as much as I try deperately not to look like an arsehole. Two aspects of my personality that conflict very often. :D
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Postby daset » Fri Mar 17, 2006 3:29 pm

I think you just don't like me 'coz I'm black. :lol:
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Postby trickfred » Fri Mar 17, 2006 3:54 pm

daset wrote:I think you just don't like me 'coz I'm black. :lol:


Dude, I'm not racist. I have an equal amount of scorn and disdain for everyone.
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Postby Lowell » Fri Mar 17, 2006 6:07 pm

These ideas are Great !! I have been jumping up and down... 8) I love the safe area ideas, however I also know how long it will take someone to figure it all out.

I only know a little C and some scripts for LWave and Max...wish I knew more about how these games are written and made to work. I think I am having more fun learning these new projects with making the Darwinia Mod than playing the game :)

Maybe we should start a beer pool for the programmer that will supply the mod community all the bells and whistles... :P
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Postby daset » Sat Mar 18, 2006 12:07 am

trickfred wrote:
daset wrote:I think you just don't like me 'coz I'm black. :lol:


Dude, I'm not racist. I have an equal amount of scorn and disdain for everyone.


Everybody seems to in this day and age. Goodbye racism. :lol:
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Postby Artman40 » Sun Mar 19, 2006 11:36 am

1) Sky colour and lights changeable during the level and/or campaign.
2) Rising/lowering water level: Can be used to get to the island with no radar or attempting to bring darwinians or other your units to certain place without getting drowned.
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Postby Lowell » Mon Mar 20, 2006 6:26 pm

Artman40 wrote:1) Sky colour and lights changeable during the level and/or campaign.
2) Rising/lowering water level: Can be used to get to the island with no radar or attempting to bring darwinians or other your units to certain place without getting drowned.


Changing the sky colors for "Each" map would be Great !! I have wanted that for some time...I had to pull the colored sky because it didn't match "all" of my mods maps well...

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