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Rogue republic abandon us?


Lion.Kanzen
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Please someone create a proof of concept tank as mod to

1) show Rogue Republic, that Sander has fixed their Tank turret issues.

2) convince Sander to commit his TurretAI before A17 is released.

The community needs to give the developers reasons to add features. Let's create that tank to use his TurretAI.

Edited by Radagast.
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I am not saying that you shouldn't create a tank, if it's good enough we'll surely add it as a proof-of-concept as with the plane. I am however saying that I don't think it should be done to encourage Rogue Republic to go back to using Pyrogenesis, as that is not very likely to happen. They seem to be doing fine using Unity, and the lack of turret capability was just one of the things that made them look at other engines :)

Don't let this be discouraging though, maybe someone else will want to do a modern mod/game :) I just don't want people to have too high expectations of what might happen :)

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They at least did like our water. :) Remember their submarine screenies. And our water has again been further improved by wraitii.

The problem is, if patches like TurretAI won't be committed, then it's hampering progress. E.g. how should we have used Sander's visible garrisoning hadn't he committed it?

Is requiring people to use code before the code itself is committed really the way to go? It's at least not easing the content creators' lives, having to apply patches, directing possible users to apply this patch, then that, then rebuild, and well, then the entity might finally work.

Thus it was important that Sander committed the visible garrisoning and I'm thankful for it :), and that is true too for other patches on trac that will soon be backlogged or forgotten (e.g. template simplification using tech). And it's marked as a TODO. And balancing might be easier if such simplications/automations got committed. And the dev no longer has to remember that once he created that patch, whihc easily spins out of control.

Having it in main version control is way easier as patches become outdated and are not updated e.g. by automatic search-replace changes in SVN.

Of course there is a danger of it breaking things, but most is purely additive, at least most of what Sander created.

In this special case I might have a chance to yet again provide the Turret functionality as a mod.

We definitely should ignite or we will die from waiting for a virtual project to get adopted by more modders (see what a strong modder community even commercial games like farming simulator where multiplayer compatibility issues are a real pain in comparison to 0AD). They create all and everything as mod and have plenty of modders, while we stall around despite being not really less evolved (and still we have not even a Beta release and they have already 3 full releases despite not being fully finished, simply because fully finishing, isn't possible, nothing is perfect).

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They at least did like our water. :) Remember their submarine screenies. And our water has again been further improved by wraitii.

The problem is, if patches like TurretAI won't be committed, then it's hampering progress. E.g. how should we have used Sander's visible garrisoning hadn't he committed it?

Is requiring people to use code before the code itself is committed really the way to go? It's at least not easing the content creators' lives, having to apply patches, directing possible users to apply this patch, then that, then rebuild, and well, then the entity might finally work.

Thus it was important that Sander committed the visible garrisoning and I'm thankful for it :), and that is true too for other patches on trac that will soon be backlogged or forgotten (e.g. template simplification using tech). And it's marked as a TODO. And balancing might be easier if such simplications/automations got committed. And the dev no longer has to remember that once he created that patch, whihc easily spins out of control.

Having it in main version control is way easier as patches become outdated and are not updated e.g. by automatic search-replace changes in SVN.

Of course there is a danger of it breaking things, but most is purely additive, at least most of what Sander created.

In this special case I might have a chance to yet again provide the Turret functionality as a mod.

We definitely should ignite or we will die from waiting for a virtual project to get adopted by more modders (see what a strong modder community even commercial games like farming simulator where multiplayer compatibility issues are a real pain in comparison to 0AD). They create all and everything as mod and have plenty of modders, while we stall around despite being not really less evolved (and still we have not even a Beta release and they have already 3 full releases despite not being fully finished, simply because fully finishing, isn't possible, nothing is perfect).

My point was in no way directed towards the general usefulness of the feature, just that getting RR back isn't very likely, so it shouldn't be used as motivation :)

On your other point though: again, not specifically about turrets, but on a more general note: We can't just add something because it might be useful to someone some time. Most importantly everything that goes into the game has to be tested and reviewed to make sure it works as supposed + doesn't break anything (reasonably sure, it's impossible to find everything out before-hand). It also has to be maintained, if other related pieces of code are changed later it might have to be changed as well. That's not to say that things can't be added if the main game doesn't use them, but just that things can't be added without consideration. And that takes time, and knowledge, and requires that the programmer in question has spent quite some time programming for 0 A.D. Which not many people have, which in turn is why it sometimes can take a very long time before something gets added.

I wouldn't say the 0 A.D. modding community is stalling, I'd say a lot has happened during the last six months or so. And for an in-development game I'd say we've got quite a large modding community already :) So while patience certainly is a good thing, I don't think there's any reason to be worried about it yet :)

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I want our own Starcfraft ( you now humans vs avanced aliens vs Monster dinosaur aliens)

But the engine needs have abilities and attached buildings to this happens.

What do you mean by attached buildings? You mean like building ontop of a specific item? EG Building a refinery ontop of an oil patch or a civ centre ontop of a settlement? O.o

If that, then yes, i agree!

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What do you mean by attached buildings? You mean like building ontop of a specific item? EG Building a refinery ontop of an oil patch or a civ centre ontop of a settlement? O.o

If that, then yes, i agree!

you play Starcraft 2?

These buildings give bonus , unlock technologies and units or boost unit traning(time and two units at same time)

In 0 A.D can be same, aWindmill or water mill to boost economy or a irrigation system by an aqueduct.

This building only can be building if main building is select from building panel and it's placed automactly.

4wLViSm.png

Edited by Lion.Kanzen
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I think it would be generally a good idea to create some high quality (but low-poly) models in a certain setting (WW2, renaissance or whatever) to promote the game and get other people enthusiastic and maybe get them involved into modding / contributing.

Some examples of possible assets:

Tiger Tank

Galleon

Templar

Medieval Castle

etc.

Most important of these assets is that they appeal to people.

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I agree, having read the code is necessary and we have few of those that read the code. Though I think it's much easier to maintain the code inside the 0AD repository instead of the patches. Try to apply Sander's patches on trac and you'll see why. (automatic changes, e.g. search and replace being the other)

Attachments to buildings using techs is possible since some months, but there seems to be nobody that cares to use it.

Anyway, here you go:


Sander's turrets work like a charm. Also I think Josh misunderstood the turretOnly optional option. But it's easy to misunderstand it.

I'd also like to have the turrets TurnTo function to be compatible with 3D positions, to allow for tracking a plane, but else it's really great.

post-15921-0-87785900-1409947578_thumb.j

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Would they? They'd be our heroes, they've done a good job. Nevertheless I fear their creations aren't as sophisticated as ours as we use Turrets which is not even in 0AD trunk. Can we expect 3D art specialists (they have shown they know what they do) to maintain their own branch of the 0AD SVN version where the turrets are merged in an applicable way? - Not very likely.

I'll provide more tanks and other type of weapons over the next time. I need it all for my 0AD Extended experiments to find a way into the future - quick.

It won't be all disclosed until the final release, which is targeted for next year. I'll be more productive without - especially now that the ground work is done. Congrats to 0AD for a great A17 release candidate, featuring triggers, mod configurator, dynamic units on walls and other structures. Awesome.

Edited by Radagast.
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