1>Changable music. Maybe have the Music.odf control music.
2>Spawners. Something that spawns a unit for a certain side like in FE, without all the hack.
3>Weapon colors. Why not have weapons that use startcolor>middlecolor>finishcolor like the shields do? It could be useful for a weapon that fires, flares up, and fizzles out again.
4>Weapons that do less damage for distance traveled. See #3 above.
5>Charge glows. Have MAG cannon weapons use a charge up glow for each weapon level.
And 1 more question, does anyone else notice that planar animations are broken?
Good suggestions. Music in the shell can be changed with a little cfg editing, but your suggestion is good. What are planar animations? I haven't noticed any issues, but I don't know what to look for, since I don't know what you mean by planar animations.
Flat on the ground animations.
Can you give an example?
I can't get pics, since my bz2 cd is missing.
Instead of a ring, it shows a screwed up square with broken lines coming from it.
I'm thinking bad texture.
You mean like explosions? I noticed that too. They only seem to work well if you set mipmap to 1 in gameprefs. If you have it set to the default value, set the ingame mip map value to 1 and it will work too. I personally wish you could set an object's mipmap value through an odf parameter, and that the parameter would overide the player's setting for these effects. Ground explosions look aweful due to the defaul mip map level and if you adjust it for explosions, everything else looks grainy.
The problem may be card specific though, as I had that problem when I was on my GeForce 2 MX but when I switched to the FX 5200 I didn't get it, despite my settings.
same here, card specific.
I even have a pilot cockpit model of a gun that looks great on my GF FX5200 but has missing faces on my GF2 MX (hey TS, do we have the same video cards?)
Seems so Fish. :p
What cards are you using Commando, Sky?
with all of 1.3s problems, I think adding "Feature Requests" is the last thing it needs.
I have an ATI Radeon 9600 SE. I had the same thing with my Geforce 4 TI 4200 when I had it.
NVIDIA RIVA TNT2 Model64 PRO
with my Gforce4 Ti4400 The planar effects looked fine. With my X800se Ati card they where messed up. Unfortunately my system is suffering from either a bad mobo and/or CPU and/or ram. So until I get my computer figured out I'm totally screwed
Sounds (or looks) like a videodriver issue. Either that or low memory or incompatible implementation of DirectX (or OGL). My first experiences with these "blank" textures were with the 3DLabs Permedia2 chipset long ago (ok... years ago) because of incomplete OpenGL translation. This looks familiar.
The texture was still there. It just didn't look right. I remember having the same problems with the FE performance textures. Once I remove them and used the stock ones the problem went away. I've forgotten what computer I had that problem with.
I think this only happens with certain textures, try using this in an explosion ODF,
[Ring]
simulateBase = "sim_null"
lifeTime = 30
renderBase = "draw_planar"
textureName = "wasplat.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "255 255 255 127"
finishColor = "255 255 255 0"
startRadius = 30.0
finishRadius = 30.0
animateTime = 30
The main texture appears but I noticed an odd black box all around it.
I know that. Stop telling me things I already know you crummy moron.
Just trolling. 8)
It happens with the Ring.tga texture. And not others I dunno why. But I think it has something to do with how close color is away from the edge of the texture.
Also If the Mip maps are below 3 the problem diasppears.
Perhaps a screenie might help.
Quote from: APCs r evilI think this only happens with certain textures, try using this in an explosion ODF,
[Ring]
simulateBase = "sim_null"
lifeTime = 30
renderBase = "draw_planar"
textureName = "wasplat.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "255 255 255 127"
finishColor = "255 255 255 0"
startRadius = 30.0
finishRadius = 30.0
animateTime = 30
The main texture appears but I noticed an odd black box all around it.
Its possible you are just using a texture blend thats incorrect for that texture and/or the alpha channels for that tex. are screwed up.
Try using One One Modulate
.. Gah, I knew that, see what happens when you stop modding BZ2 for a few days and go play a 3rd person strategy?
Ack! You're lucky you have any BZ2 compatable brain cells left...
Good thing you got back here in time! :)
-Av-
BURN THE HERETIC!
I'll give the texture blend trick. Only problem is it will give me bad asset when I modify the scion plasma cannon ground explosion, which is affected by the same bug.
You mean the bug that emits four lines from the ground explosion center? If so, almost everything is effected by that bug, the only ground explosions that I've noticed that don't emit those four lines are the very small explosions, of course they might just be too small to notice. Hell I even made a shield that is effected by that bug.
That is the bug I'm referring to APCs r evil. The bug disappears when I either lower the mip map level in gameprefs to 0 or if I set 0 or 1 in the ingame mipmap options without touching gameprefs.
um you should leave the "more features threads" Up to nathan mates to make, cause thats the only way it would ever dare to see the light of day.
"Weapons that do less damage for distance traveled. See #3 above."
yea ive been wondering that for a while now, i was thinking it could be like some sort of salvo that had like multiple shots in it but each one having a shorter range than the first one.
using some mag cannon code or something... who knows..
prolly only work for laser type weapons rather than projectiles, but one thing id like different is a slight( very slight) arch to projectile weap's
or just have them explode at the end of thier set "life" anything but stuff just vanishing out of thin air =/
Just out of curiousity, is Ken still around? And does anyone know for sure if 1.3 is still being worked on, or if it got canned?
Quote from: Scoutor just have them explode at the end of thier set "life" anything but stuff just vanishing out of thin air =/
We don't need Nathan or Ken to do that, just write,
xplExpire = "xplnamehere" in the ordnance's ODF next to the other explosion file references.
And I agree on the projectile weapons having a very slight arc in their flight path.
Re: 4 lines texture bug, note for FE devs.
That is a problem with the textures that we weren't aware of at the time. BZ2 additive (one one modulate) planars require a 1 pixel black border around the edges of texture in order to correctly clamp it to the terrain - I'm not sure of the technical details, ask Ken.
If there are coloured pixels in that one pixel boundary the texture isn't clamped properly and those pixels are stretched out.
If u guys get around to releasing a FE 1.3 patch, add that one to the list - trim all planar FX textures with a 1 pixel black border.