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Re: Self-Transforming Items (Pre-Project Discussion)[message #293677] Wed, 16 November 2011 06:07 Go to previous messageGo to previous message
usrbid is currently offline usrbid

 
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Registered:December 2008
Headrock

Quote:
Couple things I thought of. Most importantly items in JA are static[...]


There are also upsides to them being static. It would be ridiculously difficult to compare them if they were not static, not to mention keep the specific data about every item... this is not the purpose of the feature being discussed here anyway, and is probably best left for coders with significantly more experience than me.

From a design point-of-view though, I can tell you that such a thing would be a serious headache for both modders and players...


I can't think of any game that has done that, but it doesn't mean it doesn't exist. For example in Oblivion (insert any other game with command line interface) you can give yourself items by ID, and the item will always be identical to every other item like it in the game.

However to make the item unique, all you need to do is create a copy based on the template, give it a generated ID from a number cycle to be known to be in the generated range, and keep the original ID from the item template as a reference.

Modders simply specify an item e.g. on the map by giving the item a specific name e.g. unique string for their mod, when the game is started it creates the generated item ID to make the item unique.

This is really all about key cycle management. You have template keys, user keys based on domain e.g. mod, the unique generated keys (and possibly more if you have a use case). I might be wrong, but you were the one who explain that to me, it didn't sound so horrible back then.


Headrock

For which we have... COMBO MERGES! Or should I say... "HAVE HAD COMBO MERGES SINCE JA2 CAME OUT!"

Available in a local store near you.


Ha, ha, while it felt satisfying and funny, it can (obviously) not be what I meant. Come on, you know me better. I have problems remembering due to a little bit of a drinking habit. I wouldn't just forget about combo merges, its not like I am smoking pot like crazy, he, he...

What I was thinking about, but I did not want to push people down that path by stating it, is a "fabricator" user interface, similar in looks to the key chain dialog. You put X number of items in, click the "combine" button, and if the game can do something with the stuff, you get Y number of items back.

This will also solve the problem of having to specify intermidiate items (in XML and STI) because the current merge system has a maximum of two in and two out.


Headrock

Yes, that's already been brought up a few times here, and will probably be the chosen interface if I can figure out how to make such a pop-up from scratch. I extended the assignment pop-ups to include Facility assignments, but I was building on top of an existing pop-up system then. I might have to copy The_Bob's work somehow to get this functional. It's a purely technical matter though, shouldn't be too much of a problem.


Actually Bob was part of the SMP, you talked to him over Skype several times, the two of you know each other. I am sure you can just ask him to do the code adjustments you need. He is a nice guy and I have not seen him not want to help.


Headrock

Quote:
For example I added a RAS bipod and a gripod and got a bipod bonus of 100% because the attachments were not mutually exclusive (oversight) and the bonuses (spell?) stacked.


Yeah... how does that have anything to do with what's being discussed here though?


Remember how HAM started? The discussions we had before HAM became a known acronym? Things have a tendency to get bigger.


Headrock

Any limitations of the attachment/merge system are not relevant here... the transformation feature is exclusively meant to deal with items changing on their own, rather than as a reaction to other items attached or used upon them.


What if the transformation is not possible in the current configuration due e.g. attached items.

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