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Re: Drivable Vehicles[message #332892] Tue, 20 May 2014 18:15 Go to previous messageGo to next message
mmm is currently offline mmm

 
Messages:63
Registered:May 2013
It's not Apr 1 today, is it?

Maybe passenger using personal weapons from inside vehicle should be treated as firing from a rest for CTH calculation?

[Updated on: Tue, 20 May 2014 18:29] by Moderator

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Corporal
Re: Drivable Vehicles[message #333126] Mon, 26 May 2014 07:50 Go to previous messageGo to next message
Xavager is currently offline Xavager
Messages:2
Registered:May 2014
Ran into a bug while testing my basebuild for a high compatibility setup with WF607 maps and either IoV, AFS or AIMNAS:

GDIR 2033 - all working fine, just hunting NADAs and the usual minor nuisances depending on item mod.

go to 2047 - poof, jeep gone from A10

check changelog, new seating, new anims and a note about transparency fixed

Go Iguana, ctrl - e, there it is ... but not usable.

Fire up notepad++, compare xmls. No differences except seats.

So... structured approach as usual, replace the changed parts from 2047 with 2033 (read vehicle.xml), reload save before entering A10, same issue.

Remove folder vehicles in data/anims, repeat. Same

Remove new .jsds in struct, repeat. There it is. Drivable

Add in new 2047 vehicles.xml, repeat process. Still works, ctrl-lmb entering works. Ctrl-rmb crashes game.

Add back data/vehicles (the .stis) - still works, still crashes on ctrl-rmb

Add back the new .jsds (sometimes deleting and copying again works works wonders) - nope, invisible unclickable car again, even with iguana ctrl-e still not clickable.

My conclusion: Either a filepath bork or some internal conflict I could not isolate so far.

As of now i left the JSDs out and enter the car by ctrl-lmb, have to test it in combat if it crashes like this.

Anybody else encountered this problem so far?

On a sidenote, this is my first post after some days of lurking and getting back to game modding and JA2. I

[Updated on: Mon, 26 May 2014 07:56] by Moderator

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Civilian
Re: Drivable Vehicles[message #333151] Mon, 26 May 2014 18:06 Go to previous messageGo to next message
anv is currently offline anv

 
Messages:258
Registered:March 2013
@Xavager: You updated your gamedir, but didn't update your .exe. To make use of externalised seats and new JSDs in gamedir 2038 you'll need .exe built on at least 7212 revision of source (though fresher is better, as always).

To elaborate: original JSDs for vehicle were transparent, and vehicles were visible for player and enemies as long as anyone of their team had middle grid of vehicle in sight. JSDs in 2038 aren't transparent anymore (which is why you don't see vehicles on 7205), and I changed visibility check in source to make vehicle visible if any part of vehicle is visible (since middle grid is now obscured by the rest of vehicle structure). It also means enemies will notice your vehicle and possibly attack it even if just part of it is sticking out of cover - previously you could hide behind tree or something and as long as a very middle of vehicle is obscured, you're invisible to enemies. I think something like that was also possible in Half-Life 2 where you could hide by holding a brick in front of your face Very Happy I left tanks out of it since I didn't change their structure and it would make life easier for player if he was able to notice tank by seeing any part of it (but after they can move in tactical I'll probably add this as an option too, they're already hilariously overpowered).

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Master Sergeant

Re: Drivable Vehicles[message #333161] Tue, 27 May 2014 00:53 Go to previous messageGo to next message
Xavager is currently offline Xavager
Messages:2
Registered:May 2014
Thanks for the reply anv, out of all things possible the simplest solution did not come to mind, a new exe. Just went -doh- could have thought to check that myself. The more you (should) know...

Going to check that out a.s.a.p, thanks again.

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Civilian
Re: Drivable Vehicles[message #333218] Wed, 28 May 2014 01:15 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
Speaking of vehicles, recently I've purchased in a bundle Tank Operations. The damn thing crashes like nuts, but look what I've found in the game folders:

http://www.ja-galaxy-forum.com/board/gallery/80/full/429.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/430.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/431.png
http://www.ja-galaxy-forum.com/board/gallery/80/full/432.png

So if you want to test more vehicles, you got a set (there a more in the game, but these should be enough for a test). Size might be a bit too smaller than JA2, not sure.

[Updated on: Wed, 28 May 2014 01:16] by Moderator

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Captain
Re: Drivable Vehicles[message #333219] Wed, 28 May 2014 01:19 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
Here is some more vehicle goodness.

http://i46.fastpic.ru/big/2013/0610/19/baf8ae262d2746d708a908dda9d34c19.jpg


Beep beep!
Lots of good stuff over there, not just that thread.

[Updated on: Tue, 18 February 2020 06:55] by Moderator

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Sergeant Major
Re: Drivable Vehicles[message #333308] Fri, 30 May 2014 03:23 Go to previous messageGo to next message
anv is currently offline anv

 
Messages:258
Registered:March 2013
TO vehicles are even in similar graphic style. Except tank, but vanilla tank just needs those extra directions.

And Fallout never fails. I remember how disappointed I was when discovered Highwayman in 2 can only drive on map. In Tactics my character was driving around while shooting one-handed with giant revolver... but Tactics wasn't the same, and its vehicles lacked style :< But those fan made certainly don't!

Finished JA2STI Editor could come in handy.

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Master Sergeant

Re: Drivable Vehicles[message #333340] Fri, 30 May 2014 16:25 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
Yep, i tested Tox's intermediate builds and he's into something very nice. Hope he'll be ready with something public soon.

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Captain
Re: Drivable Vehicles[message #333604] Tue, 10 June 2014 16:47 Go to previous messageGo to next message
anv is currently offline anv

 
Messages:258
Registered:March 2013
Update #5

Moving Tanks
http://www.andrzejfalkowski.pl/gallery/turbotank.png
Tactical Gameplay Settings > ENEMY_TANKS_CAN_MOVE

Note it's off by default, due to:
1) immersion breaking silly animation (at least at the moment). OK, it's not really that bad. If you see tank it usually sees you, and if it sees you it's too busy killing you, so moving happens mostly out of your sight anyway.
2) let's face it, you're pretty much dead with it on. Normal tactics: stepping out of cover, firing LAW, hiding before turn ends? They tried it, didn't work out so well (OK, I cheated here by using version of map with fortifications around tanks removed and orders set to seeking):
http://www.andrzejfalkowski.pl/gallery/tanks_surrounded.png
Wait! Violence is not an answer! Let's talk this through!

Tank AI isn't perfect, but it's not much more imbecilic than other enemies. To fully utilise the feature you'd need mappers to set orders for tanks other than stationary, specify patrol points and put them in the open - on vanilla maps they're frequently blocked with fortifications - cause, you know, they couldn't move before.

Tanks Can Blow Obstacles Up
Tactical Gameplay Settings > ENEMY_TANKS_BLOW_OBSTACLES_UP

Normally enemies don't use launchers unless there's high enough chance that its missile will reach the target without hitting anything on the way. It makes sense, since most soldier have very limited ammo, and wouldn't want to waste their only shot. But tanks have unlimited ammo... There's something between me and the target? Well, boo-hoo, I'm a tank! Let's blow this shit up!

Tanks Don't Spare Shells
Tactical Gameplay Settings > ENEMY_TANKS_DONT_SPARE_SHELLS

By default enemies won't throw grenades and use launchers until they know they can hit at least two opponents at once - or are wounded bad enough. It's partly to ensure they won't waste it and partly an artefact from JA1/DG (OK, maybe that's just me, but if I had a grenade I wouldn't save it UNTIL I GET SHOT).
Point is, once again, tanks have unlimited ammo (or even playing by real world rules, enough to blow up every merc twice). It also prevents such absurd tactics like soloing tanks in order to avoid cannon fire.

Tanks - Any Part Visible
Tactical Gameplay Settings > ENEMY_TANKS_ANY_PART_VISIBLE

If TRUE, you will notice enemy tank as soon as you see any part of its structure, not only the middle grid. That actually makes fighting tanks slightly easier.

Army Uses Tanks in Patrols

If there's one thing intro taught us, it's that Deidranna has no qualms over sending bunch of tanks all the way up to Omerta to slaughter civilians - but in normal gameplay only tanks you meet sit camping around Meduna. At the game start there are 30 enemy groups patrolling Arulco, consisting mostly of army soldiers. If Strategic Gameplay Settings > ARMY_USES_TANKS_IN_PATROLS is set to TRUE, some of them will be randomly reinforced with tank. Amount of tankified patrols depends on difficulty level - from ~10% on Novice to ~40% on INSANE. Now you have real reason to avoid patrols...

Army Uses Tanks in Attacks

Drassen Counterattack is clearly underpowered (said no one ever), so with Strategic Gameplay Settings > ARMY_USES_TANKS_IN_ATTACKS set to TRUE, one soldier per attacking group will be randomly replaced with tank. Chance depends on difficulty level. Same applies to other cities taken and scripted offensives if you play with AGGRESSIVE_STRATEGIC_AI.

Both above options are off by default - because with it on you're so dead that it's not even funny. 80 soldiers during Drassen counter-attack? That's cute. How about 76 soldiers and 4 tanks?

You can use both Army Uses Tanks options even with ENEMY_TANKS_CAN_MOVE_IN_TACTICAL off, but that means attacking tanks will spawn at the edge of sector and won't move - which would be counterproductive.

Resting Guns In Vehicles

Done. I considered another tag for externalised seats, but I can't think of any place in vehicle you could shoot from without resting gun on something.

Resting Guns On Vehicles

It's more of a fix really, but now you can rest your gun on dashboard of any vehicle - they won't mind. Now we just need squad cars and spikes strips, and Higginses can feel at home again (Turtle prefers donut shops).

Creepiest moment during testing tanks:
After entire squad except Ivan got obliterated (together with entire building) in a single turn, and Ivan himself got hit in the face by a 90mm shell and was lying knocked out but conscious on the ground (somehow he was ALWAYS the last one to die), one of tanks exclaimed "I want candy." - which was instantly followed by "Do you want to surrender?" prompt. My brain exploded.

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Master Sergeant

Re: Drivable Vehicles[message #333605] Tue, 10 June 2014 16:56 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Will the tank become angry and loose morale if someone is resting his gun on him while shooting? =) http://i.imgur.com/6o40wgP.png

EDIT: using rocket launchers and grenades to pass through obstacles, sandbags and concertina makes sense to regular soldiers, too.
EDIT2: Is it possible for Ivan to capture tank? =)
EDIT3: M60 Patton as PNGs
EDIT4: finally, some use for HEAP rocket rifles

[Updated on: Tue, 10 June 2014 22:35] by Moderator

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Lieutenant

Re: Drivable Vehicles[message #333606] Tue, 10 June 2014 18:04 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Sevenfm
EDIT: using rocket launchers and grenades to pass through obstacles, sandbags and concertina1 makes sense to regular soldiers, too.
True, they should be a lot more liberal with explosives, especially to counter the player's ability to build strongpoints of his choice now rather than use 'mapper tweaked' ones that might not be optimal.

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Captain

Re: Drivable Vehicles[message #333607] Tue, 10 June 2014 19:13 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
Tank you very much.

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Sergeant Major
Re: Drivable Vehicles[message #333611] Tue, 10 June 2014 22:09 Go to previous messageGo to next message
Nasenbaer is currently offline Nasenbaer

 
Messages:36
Registered:July 2013
Location: Germany
I totally agree with Slax... (!)
This is what i was waiting for, since i saw the intro my first time.

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Private 1st Class
Re: Drivable Vehicles[message #333612] Tue, 10 June 2014 22:59 Go to previous messageGo to next message
cowhide is currently offline cowhide

 
Messages:29
Registered:October 2013
Hell yeah!! :wrysmiley: For balance I'd suggest some of these:


http://i.imgur.com/fey7ryZ.jpg

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Private 1st Class
Re: Drivable Vehicles[message #333613] Tue, 10 June 2014 22:59 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
This is amazing :scary: :king:

Have you been able to solve the turret-problem? As in, can a tank move with its turret not looking into the direction it is moving in?

Not sure wether you've already done that, but having the tanks destroy scenery by moving over it is probably not difficult to accomplish, apart from finding the correct code location. Could even be used to flatten people Very Happy

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Captain

Re: Drivable Vehicles[message #333617] Wed, 11 June 2014 00:09 Go to previous messageGo to next message
anv is currently offline anv

 
Messages:258
Registered:March 2013
Not-really-vehicles Update

Added two options to patch in my previous post (modify same lines, so can't easily separate):

Tactical Gameplay Settings > ENEMIES_DONT_SPARE_LAUNCHABLES
Any enemies won't wait for getting hit to use launchables even against single enemies.

Tactical Gameplay Settings > ENEMIES_BLOW_OBSTACLES_UP
Any enemies with rocket launchers won't care about chance to get through.

@Sevenfm:
EDIT2: Not unless we start putting enemy soldiers in tanks as a crew, then figure out a way to kill the crew without destroying tank, be it by piercing armor in selected tank structure segments or by incorporating climbing on tanks, opening hatch and throwing grenades down, which would require climbing on any mobile structure other than roofs. That being said climbing on vehicles would be pretty cool.
http://www.andrzejfalkowski.pl/gallery/climbingvehicles.png
Hamous and his cone of vision.

And maybe not that hard to make. Now just to make merc on roof move together with vehicle and fall down when driving too fast. And stop mercs from climbing on each other O_o

@Flugente:
No :< I rigged changing bodytype (TANK_NW <-> TANK_NE) depending on movement direction, and it kinda worked, but I need at least two more, (optimally 6) animation sets for extra bodytypes. I can just cut turret from all frames in original NW, paste it on rotated tank base and make full animation sequence from that.
http://www.andrzejfalkowski.pl/gallery/tank_horiz.png
More elegant solution would be to use just tank base for bodytype, and display turret's on it independently like in Sevenfm's EDIT3 Patton, but haven't even look into coding that yet. Blocking visual rotation (changing current frame in sti) when moving to keep turret looking at sides should be very easy however.

Road kills are next on to do list, I guess for tanks it can double as scenery kill.

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Master Sergeant

Re: Drivable Vehicles[message #333640] Wed, 11 June 2014 19:08 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
maybe we should add some additional tags for bullets or weapons

0=anti-personnel
1=anti-material
2=anti-tank

btw i loved ENEMIES_BLOW_OBSTACLES_UP. If I understand correctly then i can't hide in the toilets during DCA.

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First Sergeant
Re: Drivable Vehicles[message #333645] Wed, 11 June 2014 22:43 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Gambigobilla
maybe we should add some additional tags for bullets or weapons

0=anti-personnel
1=anti-material
2=anti-tank

btw i loved ENEMIES_BLOW_OBSTACLES_UP. If I understand correctly then i can't hide in the toilets during DCA.
Those tags already exist Smile
I don't think this will work in the situation you mentioned - in that case, the AI does not technically know where the player is inside unless one of it's soldiers see the player (at that point it could use spotting though). It would also need to plan how to destroy the walls (destroying a wall with just grenades can be done by dropping some near it and then igniting it with another one, but teach that to the AI...).

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Captain

Re: Drivable Vehicles[message #333778] Wed, 18 June 2014 21:17 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Thanks anv, patch "update #5" and the "Not-really-vehicles" Update have been committed to the development trunk.

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Sergeant Major

Re: Drivable Vehicles[message #333829] Sat, 21 June 2014 04:07 Go to previous messageGo to next message
anv is currently offline anv

 
Messages:258
Registered:March 2013
Update #6
Road Kills

http://andrzejfalkowski.pl/gallery/duel.png
"I'd like to report a truck driver who's been endangering my life!"

Ramming People

When controlling vehicle, press shift key, and plotted path will ignore people and specific structures on its way.
Shift still doubles up as "show plotted path" in real-time, so you'll know exact course of destruction.
And if some unlucky chap happens to be on the route, this will happen:
http://andrzejfalkowski.pl/gallery/roadkill.png
Putting "car" back in "carnage".

Amount of damage dealt to victim depends on vehicle speed and victim stance (will he be hit and fly, or just ran over).

Crepitus and robot(s) are roadkill-proof because they lack animation of collapsing... ehrm, because they are too large and would stop a vehicle, of course. So vehicles will go around them.

Can be switched on/off with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE.

Ramming Environment

Same as with people, with shift pressed structures on the route will get destroyed, leaving some garbage behind, but vehicle will get slightly damaged too.

You can control which structures can be driven through and which cannot by setting Tactical Gameplay Settings > CARS_RAMMING_MAX_STRUCTURE_ARMOUR and Tactical Gameplay Settings > TANKS_RAMMING_MAX_STRUCTURE_ARMOUR.

Quick reference, structure.cpp:
Toggle Spoiler

For example default value I set for cars is 30 - you can ram through furniture, small random junk and even wooden huts in Chitzena, but you'll be stopped by trees, sandbags, rocks and brick walls.
http://andrzejfalkowski.pl/gallery/roadkill2.png
Putting "ram" back in "rampage".

For tanks I set 70 - reinforced concrete, heavy metal and rocks are safe, everything else can and will be destroyed.
Set any value to 0 to disable it completely.

Amount of damage cars take when ramming structure also depends on material armour (harder the obstacle, more damage it causes, though up to 10 armour damage is nil). Tanks don't take damage from breaking stuff.

Enemy tanks by default are in ramming mode, but will try to avoid driving over their own troops. On the other hand, they won't specifically target your mercs - any tank will still prefer to blow you up, but if you happen to be on its route, you're screwed (or maybe rather flattened).

Oh, and letting tanks to drive over sandbags nullifies problem of blocked moving tanks on vanilla maps.

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Master Sergeant

Re: Drivable Vehicles[message #333833] Sat, 21 June 2014 09:04 Go to previous messageGo to next message
Madok is currently offline Madok

 
Messages:5
Registered:May 2014
Thank you for good work,this game is so awesome with drivable vehicles:)
I also need help,how to aply these patches?I dont know what to do with "PATCH" files.

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Private
Re: Drivable Vehicles[message #333834] Sat, 21 June 2014 10:10 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
If you don't know what a patch is, just ignore them and wait for the next public build. It's a somewhat more involved procedure.

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Captain

Re: Drivable Vehicles[message #333839] Sat, 21 June 2014 13:05 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@anv: cool update #6.
I just committed.

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Sergeant Major

Re: Drivable Vehicles[message #333869] Mon, 23 June 2014 22:16 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
More tank (apc) STI's, from Green Eyes
vehicles STI

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Lieutenant

Re: Drivable Vehicles[message #334011] Fri, 04 July 2014 03:26 Go to previous messageGo to next message
Marcho is currently offline Marcho

 
Messages:14
Registered:November 2008
Location: Finland
This is sick. I always had nightmares about mobilized tanks intercepting me in Meduna. "What if they moved?" Damn tanks required a lot of explosives to blow up too, not to talk about the ridiculously fast rotation of the tank's turret.
@anv
If are you planning to add tank crews and something more then these would be my features I'll ask for:
*Tank turret takes at least (1) turn to be rotated and cannot fire in the same turn: One of those things I have a great hatred targeted at.
*Disabling vehicle or parts of it:
Tire damage: Slows down or terminates the vehicles mobility.
Engine damage: Disables mobility and a small chance of the vehicle catching fire (Spawn fire [molotov effect]).
Killing the driver (stationary): Vehicle stops and a new driver has to take old one's place.
Killing the driver (moving): Vehicle keeps the same speed and stops after a few (4-6 tiles) or continues as far as the thing rams against something.
*Driver and passenger(s) eject: Shall the automobile take enough beating or ignite in a glorious fire.. Shalt thou run their arses off.
*Disabling tank or parts of it:
Engine/Fuel tank damage: Disables mobility, chance of tank catching fire (Spawn fire [molotov effect]).
Track damage: Disables mobility.
Turret damage: Disables rotation of the turret or disables the turret from firing completely.
Ammo storage damage: Small chance of f*cking everything up.
These could be like legs/arms/torso/head for the tank, or simply "x chance of" modifiers. (Like 30% chance of disabling the tracks or 25% chance of disabling the engine with a 40% chance of the tank catching fire)
*Smoke screen: For tanks and other armored special duty vehicles, would decrease chance to hit and in worst cases: visibility.
*Tank crew ejection: If or when the tank takes significant amount of damage or vital parts of the tank are disabled, tank crew would eject.
*Capturing and manning a tank: If the tank was not completely destroyed in the process, but only left disabled.. A skilled mechanic/engineer could repair it. (No unlimited ammo though, rare special shells could be used)
*Tank indicator in enemy patrols/pools: Really, while it might be cute to have 6 red dots from which it doesn't matter are they admins or elites.. BUT HAVING A TANK IS DISGUISED AS A RED DOT TOO? Have at least purple to indicate them. Even militia has green, light blue and dark blue.
Toggle Spoiler

*APC's for the Queen's army and the player:
It would be cool if one of these bad boys were to assault a fortified position, for example a house.. *gargles in drool*
Toggle Spoiler

*Ability to look for/scavenge cars: In the map screen.. Different grids would have a special perform action: Search for cars. Most of these would be highly damaged and out of fuel, but the idea is not to make an Arulco racing team.. But to make vehicles more common in order to have them used in different (normally sacrificial) tasks like car bombings, disguises and generic drive-by's.
*Special inventory: Not the one in the map screen, but rather a simplified inventory that can be used in tactical and combat. For example: Delivering ammunition, guns and supplies.. Or having a car full of explosives.. Then have it detonated, along with the driver or without.

Forgive me if I added something that you already have developed or something that is theoretically impossible to have coded inside the game, that even the idea sounds stupid.
But nevertheless, outstanding job!
I've never thought I would see this, I just used to have that small feeling of euphoria when in non-modded JA2 you could move 1-2 tiles to pick your parking place... Oh my god, it was the best.. Not.

[Updated on: Fri, 04 July 2014 13:12] by Moderator

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Private
Re: Drivable Vehicles[message #334013] Fri, 04 July 2014 09:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Don't know if the following has been considered already:

Vehicles should not be able to spot landmines.

Hummer should have better ram protection than icecream truck / el dorado / jeeps.


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Lieutenant

Re: Drivable Vehicles[message #334074] Tue, 08 July 2014 01:04 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As of r7314 and GameDir r2062, tanks can now be shown on the strategic view. For visual reasons, only one will be shown, even if there are multiple ones.
http://i59.tinypic.com/v3gdpu.pngNote that this works for tanks spawned by this very feature, but not necessarily for tanks that spawn around Meduna.

The new sti libraries from 2062 are required, otherwise the game will crash if it wants to display an icon and cannot find it.

The icon looks kinda meh. If someone else has a better one, feel free to integrate it into the lib and commit it (make sure its size fits).

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Captain

Re: Drivable Vehicles[message #334077] Tue, 08 July 2014 11:24 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
IMHO icon is too large (an 8 squares). Better perhaps to replace square circle or triangle, change color.
Smile

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Master Sergeant
Re: Drivable Vehicles[message #334078] Tue, 08 July 2014 12:14 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I agree with Randok. The tank icon looks cool, but is probably too large.

Reducing icon size to 2x2 squares should do.

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Lieutenant

Re: Drivable Vehicles[message #334094] Tue, 08 July 2014 22:21 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Suggestions (just brainstorming): Here's a smaller image suggesting a tank... and 2 others suggesting tank cannons(vertically - in a place which up till now is unused:
http://i59.tinypic.com/j63dio.png
Always willing to make a .STI file for one of them...

[Updated on: Tue, 08 July 2014 22:31] by Moderator

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Master Sergeant
Re: Drivable Vehicles[message #334108] Wed, 09 July 2014 17:14 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
For simplicity in coding & presentation, suggest to use a different color for tanks.
Vehicles uses white color, so tanks could use a different shade like grey/metallic color.

http://i.imgur.com/dfeC6DC.png
800x600 sample; 1024x768 will look better.

The sample on the right with light grey corners is to represent 10x quantity, be it mercs/militia/enemy/tanks(? - Someone muz b crazy). Smile
(Already proposed to Flugente. Fingercrossed that he will do it together with the tank icon modification. Took the initiative so that he can focused on other features.)

Always good to throw in different ideas and then have the best combination implemented.

Edit:
The first enemy icon is a T in 640x480 & 800x600.

http://i.imgur.com/N69aMVe.png

Different shapes/letters will be hard to decipher. Either go with larger Tank icons or different colored square blocks. Have to take into consideration the 3x1 tank in lower resolution. Smile

[Updated on: Tue, 15 July 2014 05:12] by Moderator

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Sergeant 1st Class
Re: Drivable Vehicles[message #334109] Wed, 09 July 2014 17:16 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Or maybe use T sign instead of square?
C for car
J for jeep
A for APC =)

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Lieutenant

Re: Drivable Vehicles[message #334110] Wed, 09 July 2014 17:21 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Imho, the differently colored squares, while consistent, just don't convey the same feeling of "Oh my god, it's a motherf***ing TANK!!!!"

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Captain

Re: Drivable Vehicles[message #334111] Wed, 09 July 2014 17:22 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
I think that this proposal is better than a large icon.

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Master Sergeant
Re: Drivable Vehicles[message #334113] Wed, 09 July 2014 18:46 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
Just make a tank the same red as the other enemies but just a turret that takes three horizontal spots, would be clear enough imo

http://i.imgur.com/4SLagtC.png
http://i.imgur.com/CS55Oqc.png

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First Sergeant

Re: Drivable Vehicles[message #334115] Wed, 09 July 2014 20:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I like Thor's tank the best so far.

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Lieutenant

Re: Drivable Vehicles[message #334116] Wed, 09 July 2014 20:45 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
I think that one needs its turret moved or extended to the left by a few pixels to be more proportionate.

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Captain

Re: Drivable Vehicles[message #334142] Thu, 10 July 2014 21:25 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Thor
you can probably reduce it to 2x1 ? =)

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Lieutenant

Re: Drivable Vehicles[message #334144] Thu, 10 July 2014 21:28 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Instead of 3x1, you mean? Will be difficult.. I'll try.

I think a tank should fit in the row, so take the space of 2 or 3 soldier blocks... this one takes three, but I'll try to fit it in the space of 2...

[Updated on: Thu, 10 July 2014 21:31] by Moderator

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Master Sergeant
Re: Drivable Vehicles[message #334145] Thu, 10 July 2014 21:40 Go to previous messageGo to previous message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
I think it's possible

http://i.imgur.com/VwjQAFG.png
p.s. my tank looks like a gunboat ROFL

[Updated on: Thu, 10 July 2014 21:49] by Moderator

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Lieutenant

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