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1.3 Final: Wish list . . . add yours too

Started by Knight, March 20, 2004, 12:45:27 PM

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Spawn

I want someone to go over the various maps and make sure that all the pools/base areas are level.  I just hate it when i have to kill a row of gt's to get a bomber bay in. :( Dont know if that could happen though.  Also, I really want the rocket towers availiable in strat, you could still recomend that we shouldnt use them, but wouldnt you really like to see a rave titan killing the oppisition?  not THAT is evil :twisted: Also, maybe make the first 2 turrets so that they need to be in a certain space near your base to function (like tiny undeployable towers).  I liked the idea of training/bomber bay interfaces.  You could set it so all of your henchmen would respawn with rocket, or make apc's with grenadeers, or that your bomber would make a minefield...also, could some lite defences be implemented? Things like mines, but easier to set and last longer?  kill your opponent just as he comes over the hill...and if you make the line formation thing, could you also include a function so that units would spread out in a formation around a nav or structure? (auto deploying turrets, they would automatically surrond the pool equally 10 m from center)
oh well, good luck with it if you can do any of this, and thank you to whoever spent their time and effort making/testing/posting errors/fixing this patch.
-spawn

SilverB1rd


Bull Dog

All right.  I wish..............hmm..........I don't know it this would be possable or not but.  Add the editor back to 1.3.  BUT, add it to a regular 1.3 minus the multiplayer code.  If that is possable then people wanting to put "super kill the map in two shots" weapons in he would be happy and the jerk wanting to use the editor in MP would still be left with no editor in MP.

Anybody thought of this yet?

Black Hunter

One thing that has been bugging me since late 2000 was the inability to manipulate the emission of effects more freely. Some of you may remember the SP-Stabber in the official BZ2 Demo had two orbiting lights, which I thought looked cool (These were actually two lights drawn on a single texture applied to a rotating sprite.), and I was mildly bummed when I found that effect emissions could only come from the center, or that spheres and other effects dependent on meshes, were fairly static. Would it be possible to implement orientation, origin-offset, and rotational options for the 3D components of eyecandy?

Another thing I've kicked myself for not asking for earlier was the feasability of axis modifiers. Having spheres expand at different rates on the XZ axis could make for some interesting possibilities. Also, I've had limited success with alternate explosion meshes, like pillars and toroids, and it would be cool if these and the textures on them could be animated as well (Possibly "borrowing" code responsible for the shell menu's cursor.), bringing things like the mushroom cloud into the realm of doability.

So, anyone think I'm nuts yet?

*By the way, these are suggestions. Nothing more.*

Slaor

Interested BH - define limited success...

Black Hunter

Well, way back when I didn't mind crashing my computer so much, I was playing around with effects, when I wanted to see if I could use a couple components from muzzle flashes in explosions. I replaced "g_sflash.xsi" with "ivtank00.xsi", and the end result was a Saber shaped shockwave, which I have to admit looked kind of goofy. Afterwards, I modeled various shapes to play with; Cubes and pyramids just looked ridiculous, but open-ended pillars and cones seemed good for mainly terrain explosions and toroids were excellent shockwaves. :p

Unfortuantely, I couldn't apply textures to them, and still haven't figured out how to UV-Map. Hence, limited success.

Jwk the Hemp Monkey

I wonder if you could make an anailator weapon that , when it destryoed things, had a shockwave of the shape of the ship it destroyed...an a tiny little shape of an exoplosion roughly resembling the piolet  :twisted:

Black Hunter

Actually, such explosions CAN be done (In my case, have been done). However, weapon-specific ship deaths are a mystery to me, but you can set ships to have explosions shaped like themselves to create the illusion that they got "incinerated" ala Star Trek style, minus the animation, although I wouldn't know the first thing about getting rid of the mesh that's tossed around after the initial explosion.

Hmm... It just occurred to me that in revealing such, I'm most likely entitled to no glory wut-so-ever if anyone else creates effects based on wut I've just said. :p

Oh well.

Avatar

Quote from: Bull DogAll right.  I wish..............hmm..........I don't know it this would be possable or not but.  Add the editor back to 1.3.  BUT, add it to a regular 1.3 minus the multiplayer code.  If that is possable then people wanting to put "super kill the map in two shots" weapons in he would be happy and the jerk wanting to use the editor in MP would still be left with no editor in MP.

Anybody thought of this yet?

There's another thread that was slightly hijacked into a "the editor sucks" vein.  What you've said would be the best solution.

-Av-

wug

Record file / timedemo kinda thing.  In some RTS games, you can record the game being played.  I really wish that BZ II had that.  It would make for some awesome "water cooler" type discussions.

Yeah, I'm dreaming, but ya never know.... :D

DarkFox

I wouldn't say you're dreaming wug - there is a demo recording feature in the BZ2 engine, but it's a bit glitchy, and doesn't work for multiplayer games at all.

SilverB1rd

its kinda works in MP but its gets confused vary quickly.

Slaor

Very interesting BH , thanks for that info will definitely have a play. And yes if I get it working you'll get the glory :) I've been wondering if this stuff was possible ever since I played ShogoMAD - some pretty sick explosions in that.

"Unfortuantely, I couldn't apply textures to them, and still haven't figured out how to UV-Map."

Did your sabre shockwave have a tex? And how much did you play with colour, lifetime, texturename values etc in ODF?

Fishbone

wish list:

1) second factory (slot 4?)
2) have all HUD configurations have their origin on the top left (can this be done in a mod?)
3) f11 and f12 keys to extend f1 to f10
4) being able to use cockpit animations for other then person class
5) being able to set all axis of the force field of the tug (right now, only one axis is possible, x or y)
6) possibility to animate collision boxes
7) mp3 support (as opposed to wav only)

...

FlashFire

This problably wont happen... but...

control of dropships!  :D

Fun dropping in the middle of enemy bases... ooh...