What would be definitely needed until then?
* Working rope tower, so Skylands can be solved
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*
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* Make the flagpole C4D_StaticBack and add a function to recollect it(?)
* Basement for the elevator
* What else?
I can maybe give a the rope tower a try (what exactly is the problem?) but someone else would need to take care of the elevator case (Newton?)
Do people agree this makes sense? If yes we should soon start a 5.3 branch which contains only stuff we definitely want it to have and bug fixes, but no new features (neither in engine nor in game content).
But first:
>(what exactly is the problem?)
Proper rope physics. (Possibly implemented in the engine)
Why I am not sure: I have a lot of unfinished stuff lying around.
But currently I am working more on the settlement scenario for the contest than on directly OC related stuff. That means: Even if the timing for being able to play those scenarios would be cool, the timing to actually get work done might be not so ideal :)
(Also those scenarios do not run away and could be further improved after the end of the contest!)
> Proper rope physics. (Possibly implemented in the engine)
So does that mean there is no way this can be fixed w/o a total rewrite?
> Why I am not sure: I have a lot of unfinished stuff lying around.
What's the problem with that? It can go in anytime, just not for 5.3. At some point we need to make a cut or we will never have a release.
>So does that mean there is no way this can be fixed w/o a total rewrite?
I admit that I did not have a in-depth look at the code. But there is the possibility that a rewrite would be faster than trying to adjust the current solution.
>What's the problem with that? It can go in anytime, just not for 5.3. At some point we need to make a cut or we will never have a release.
True, that was just my: "but I am busy with the settlement scenario :((" :)
(for example wheat would be cool to have in the first release, since we already have the windmill and all, also I wanted to change the visuals of the power system a bit)
One problem, which has to be soved is to make a proper "interface" between the rope physics particles and "engine" objects. The "forces" of the landscape on an object (e.g. a lorry being pushed by a clonk) are much different then those on the rope particles (just a normal "force" precenting it to enter the landscape). I have had many thoughts about this but didn't find a proper solution to that.
The next problem is that lines can intersect with the landscape. I have already written code to prevent that, but that will slow down the ropes a bit.
You refered to an implementation in the engine. This could be a good idea, cause there is much calculation done in the ropes, which could be faster if it would be implemented in the engine. But then we would need a good interface for the ropes and the objects of the ropesegments.
Also, for really interesting settlement burning and destructible structures would be nice.
For me, the most important thing is that the newly introduced controls/gui stuff works as intended. Worst case we have to quickly bugfix-release. :I
> Telling me in advance so I keep everything that migth break stuff away from default. ;)
You can put as much experimental stuff in default as you want, just not in the 5.3 branch.
> I can maybe give a the rope tower a try (what exactly is the problem?)
There are quite a lot problems:
1. Even if there is no corner of whatsoever shape, the objects are simply lifted into the air towards the tower. This is no rope pulling an object across the ground because gravity is killed completely. Same applies if the object is higher than the tower. It's then slowed down to the pulling speed of the tower.
2. If there is a light corner like less than 90°, the rope itself often is fine but the pulling object usually gets stuck. Because the engine behaves poorly with directional forces (speed) and just stops the object. My approach was to 'shake' the object free; whenever it's stuck it gets random impulses. This kinda works but looks silly.
3. If there is a sharp corner, there are a lot of difficulties. First of all, the rope itself often clips into the material which of course results in a major meltdown. When this by chance does happen of course the object gets stuck because the rope does not pull it around the corner. A real rope would get some distance between itself and the wall when it's tightened because the object is somehow pulled around; our rope doesn't. Therefore the object gets stuck.
It's hard to explain this but just check the three different cases and you will clearly see the problems.
In case you, Matthias, read this, could you attach all information you have on this?
Edit: No wait, I put it where it belongs.
In the future it is maybe useful to start more than one scenario if you push big changes.
There'll probably be some errors due to scenarios overloading stuff, and some others because implementations changed. We should probably playtest each scenario at least once.
I am kinda tired of this one by now.
I don't recommend releasing without this fix. I'll do after the 9th if no one else did but not before.
- Make the flagpole C4D_StaticBack and add a function to recollect it
- Something basement-like for the elevator. I have an idea but won't be able to it until the 9th ;)
>- Make the flagpole C4D_StaticBack and add a function to recollect it
Few open questions there:
Should you be able to recollect a flagpole? How do you builld flagpoles in a way that makes them relatively expensive but affordable through the whole game? (aka, you need a second one fast. But you should not be able to cover the whole landscape in flagpoles after 30min)?
How do you deconstruct/demolish enemies' flagpoles?
All have good pro and con arguments. But I guess for a fast settlement release1.0, we should only think about whether we want to be able to recollect a flagpole. (it's a normal building atm, right? There is not "flagpole" object?)
The question can be answered later when we think about melees and balancing. In another thread then ;)
> How do you builld flagpoles in a way that makes them relatively expensive but affordable through the whole game?
Make them more expensive the more the player already has.
Production: Isilkor has a point - it would be nice to kind of naturally limit the practical amounts of flags around. A way of not going directly over cost would be some gameplay requirement such as forcing the player to collect all existing flags in one place before being allowed to construct another one.
But for this release where you can build an endless amount of cheap flags (at the moment): Do we need to be able to deconstruct flags at all?
$player_cnt+1
flags or something?
>But I thought we agreed that this sort of approach would be too limiting for cooperative multi-player?
How so?
The the scenario designer wants the players to have independend bases (f.e. if every player is on a different island), he could give every player X flags. If the scenario is more in the direction of Gold Rush (where the players work together), the players would just get X flags in total.
As I see it at the moment, more players do not necessarily need a bigger base (they will not suddenly start constructing every building twice, only because they are more).
> Modeled and textured elevator case would be really nice (uv map done by Newton)
> Rework loam so it can be produced using the bucket
Done.
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