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Dark_au

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Posts posted by Dark_au

  1. Hub,

    I use Paint shop pro to resize and I use some of its filters to improve the images.

    Shadows - Gaussian Blur level 2.0

    Shade:- Add noise (20% gaussian, Monochrome) then a Gaussian blur level 2.0

    I also use another little program I wrote called Tiler. This makes fractal tiles based on RGB ranges and clipping. I usually use one of these for the ground image and I do the same filters as for the shade layer. The shade layer is then introduced onto this colour tile as a 60% transparent overlay layer.

  2. I've been thinking and one mod that this engine might be good for would be a War of the Worlds Mod. Based more on the book than the films. Maybe you could give the earth side a sort of WW1 type technology. It would make for some interesting co-ops if you could get the War Machine bots good enough. A whole group of guys trying to take out a couple of war machines would be a challenging game.

  3. Gday,

    Maybe someone can help me with this one. I really would like to limit the vehicles available to the defender. The base is supposed to be an artillery firebase so I really wanted to have the defender mainly have a few apollos and a lot of 76mm paladins for point defence. The rest should be artillery units. Oh and maybe less AA guns than normal.

    The scenario has many historical analogies. Khe Sahn, Massada, Monte Cassino. The tactical situation favours the defender. I don't think this one is too hard but its difficult to tell playing against bots.

  4. I suppose I ought to write a few instructions really. I hate writing them so it will be short and then I'll just answer questions.

    The changes.

    Main Page:-

    Height is input using the same system as Dropteam Scenarios (% of 65535).

    there are 4 options for what a click on the heightmap image will do.

    1. Zoom ( a fractal zoom in on the area. you can only zoom in and after 2 or 3 zooms the data will be too smooth)

    2. Edit Basic drawing tools for the Heightmap

    3. Vector Objects ( roads and areas)

    4. Scenario Objects

    Vector Objects Logic types:-

    "equals" on roads that will make the second point the same height as the first. In areas it will set the height to the height of the center point.

    "Forawrd slash" (roads only) will form a ramp

    "Less than" (areas only) will set all heights to lowest point in area

    "Greater than" (areas only) will set all heights to Highest point in area"

    "Less than greater than" (areas only) Will set all points to the statistical average height.

    "

    "1" (rect only) will use the height of point 1 (x1,y1)

    "2" (rect only) will use the height of point 2 (x2,y2)

    Scenario Objects:-

    Left click sets current x,y,z into the Proceedural objects box and x,y into the objects box.

    Click on an item in the objects list to make that the current object. Clicking add will then add an object of this type at last clicked location. Same with the Procedural objects.

    To add to the tree list from the object list use the +/= key

    to remove an item from a list use the backspace key. Use a right click on the heightmap image to put a grove location.

    OH and I nearly forgot. You will need to make a file in the same folder as quickfrac.exe. Make a file called qf.dat and using a text editor make its one and only line a path to your dropteam/data folder with a carriage return on the end

  5. Ok I've emailed Clay with an update to this.

    Added a couple of new functions. One is a basic vector object system that can do circles, rectangles and roads. It will also allow you to save a mask file from it for building your mission mask.

    Also added a basic mission assistant side. What this does is to allow you visually place objects and then create a text file which you can copy and paste into your scenario file. This does Objects (buildings etc ), Procedural objects (rocks only until I understand them better) and Trees / Groves. It works ok. You can check the results in a Mission that I've also posted to clay called "A Tough Nut".

  6. THis is part of what I thought is flawed about the whole tactic as used in game. 1000's of years into the future and they have forgotten the basics of war fighting. First thing you should get is Intel and recon. For this purpose sensor drones and artillery drones could be used ( think of an arty shell with camera's and sensors instead of a warhead). When the drop actually occours there should also be some way of mass confusion, especially if you limit dropship numbers. In which case there is probably some call for a Decoy drone, a drone which to sensors would appear to be a dropship and thus add extra targets to overload AA cover.

  7. Hey Dev team,

    What are the chances of a quick world check mode in the game engine. Doing the work outside is ok but when it comes to wanting a quick look at the world it is quite time consuming. What I would like personally is a mode that can be launched from command line. Where in it when you load all you get is the world file without all of the other frills. That is it allows you to just free roam around the world you are working on and check object placement. I know you can do this by loading the mission itself with no bots but its tedious to have to load the interface and then the mission with all the assiociated AI and effects loading.

  8. User Interface side:-

    More info about the servers available. Things like lists of players, time left in scenario etc.

    Some for of lobby outside of the servers where you can see who else is looking for games and send a message. I bet a lot of the full version guys are looking at servers at the same time but don't join cos they are empty.

    In Game:-

    A 1000m grid on the map view would be nice. that way people using voice could arrange movements etc using a grid reference.

    some sort of range ring for artillery.

    Some way of telling friendly bots to fire on a static item such as an Ion Air defence tower so that you can momentarily overwhelm it with targets.

    Drop troopers in Power armour and Ion cannons to do Air bridgehead insertions to secure a dropzone. Especially if using a system as described by Heinlen to overwhelm the ground defences.

    Some way of fixing the number of players ( bot or human) that can be on a side in a mission (within the scenario file). This would lead to the ability to make deliberately one sided missions.

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