what I'd like to see in 2.8

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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SuPeRTaRD
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what I'd like to see in 2.8

Post by SuPeRTaRD »

I'd like to see the /mod/ folder with .ase in it & if we did that, we'd need to find the wheel coordnates inside the code & give graphics developers the ability to offset the wheels xyz coordinates. Like adding a graphics.cfg file with the wheel info & lots of other info in it that ppl who make mods could fiddle with..

BECAUSE WE NEED SPINNING CUSTOM WHEELS! ;p

among other things.

Anyways, we'd need to be able to adjust the wheels if we get them to spin, or ppl would have a hard time fitting the body to the default placement of the wheels.. i doubt you could affect their placement with a 3d modeling program, you could only change thier spin axis probably.

I was thinking about this as I was making a custom bike for Your_Mom today.. and I thot i'd share..

Can anyone think of other graphics things that COULD be put in a CFG
file like: worldrgb modelrgb <--(lighting) or cycle body placement too

I think that everything that could be opened up as an editable value, that isn't already, should be. especially graphicly..

If we could rotate the axis of the wheelspin, that woudl be cool too, we could then make stuff like a helicopter (single or double rotor) with spinning rotors

etc. etc.

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Lucifer
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Post by Lucifer »

Here's how I'd like to see it done. :)

Several obvious assumptions being made, of course.

Anything you want to spin or otherwise animate should be marked as an IPO (thinking blender here, but somebody in a different thread pointed out that 3ds does it too). A simple naming convention can be used to determine the rate of animation. For example, if you name your IPO something with .cyclespeed. in it, then the framerate on that piece will be variable with the cycle speed. Then .global. could be a global framerate (definied in 'tard's config file).

No idea how complex it would be, but it would add a great deal of potential to a cycle model, and after the basic IPO implementation the rest would be simple, I suspect.

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SuPeRTaRD
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Post by SuPeRTaRD »

Either way would be fine with me..

Whatevers easiest for the smart person who can figgure out how to do it at all..

heres how i like it:

{

;============================================================
;============================================================
; TIMMY! by SuPeRTaRD with Parameters by The Me and Me
; 31337 Productions 2002
;============================================================
;============================================================
Name "TIMMY!"


;====================
; Model Filenames
;====================

MODEL 0 "cars\timmy\timbody.prm"
MODEL 1 "cars\timmy\timwfl.prm"
MODEL 2 "cars\timmy\timwfr.prm"
MODEL 3 "cars\timmy\timwbak.prm"
MODEL 4 "NONE"
MODEL 5 "NONE"
MODEL 6 "NONE"
MODEL 7 "NONE"
MODEL 8 "NONE"
MODEL 9 "NONE"
MODEL 10 "NONE"
MODEL 11 "NONE"
MODEL 12 "NONE"
MODEL 13 "NONE"
MODEL 14 "NONE"
MODEL 15 "NONE"
MODEL 16 "NONE"
MODEL 17 "NONE"
MODEL 18 "NONE"
TPAGE "cars\timmy\tim.bmp"
COLL "cars\timmy\hull.hul"
EnvRGB 70 70 70

;====================
; Stuff mainly for frontend display and car selectability
;====================

BestTime TRUE
Selectable TRUE
Class 1 ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain 0 ; Obtain method
Rating 3 ; Skill level (rookie, amateur, ...)
TopEnd 3588.703613 ; Actual top speed (mph) for frontend bars
Acc 5.610293 ; Acceleration rating (empirical)
Weight 2.000000 ; Scaled weight (for frontend bars)
Handling 50.000000 ; Handling ability (empirical and totally subjective)
Trans 0 ; Transmission type (calculate in game anyway...)
MaxRevs 0.500000 ; Max Revs (for rev counter)

;====================
; Handling related stuff
;====================

SteerRate 3.200000 ; Rate at which steer angle approaches value from input
SteerMod 0.400000 ;
EngineRate 4.500000 ; Rate at which Engine voltage approaches set value
TopSpeed 43.000000 ; Car's theoretical top speed (not including friction...)
DownForceMod 2.750000 ; Down force modifier when car on floor
CoM 0.000000 -13.000000 0.000000 ; Centre of mass relative to model centre
Weapon 0.000000 -32.000000 64.000000 ; Weapon genration offset

;====================
; Car Body details
;====================

BODY { ; Start Body
ModelNum 0 ; Model Number in above list
Offset 0, 24, 0 ; Calculated in game
Mass 2.000000
Inertia 1600.000000 0.000000 0.000000
0.000000 2400.000000 0.000000
0.000000 0.000000 2000.000000
Gravity 2200 ; No longer used
Hardness 0.000000
Resistance 0.001000 ; Linear air esistance
AngRes 0.001000 ; Angular air resistance
ResMod 50.000000 ; Ang air resistnce scale when in air
Grip 0.010000 ; Converts downforce to friction value
StaticFriction 0.800000
KineticFriction 0.400000
} ; End Body

;====================
; Car Wheel details
;====================

WHEEL 0 { ; Start Wheel
ModelNum 1
Offset1 -28.325000 15.00000 31.078890
Offset2 -0.500000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.200000
EngineRatio 22000.000000
Radius 11.750000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 5.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.021000
StaticFriction 2.005000
KineticFriction 2.000000
} ; End Wheel

WHEEL 1 { ; Start Wheel
ModelNum 2
Offset1 28.325000 15.00000 31.078890
Offset2 0.500000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.200000
EngineRatio 22000.000000
Radius 11.750000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 5.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.021000
StaticFriction 2.005000
KineticFriction 2.000000
} ; End Wheel

WHEEL 2 { ; Start Wheel
ModelNum 3
Offset1 -32.146252 0.000000 -16.323462
Offset2 -0.500000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 0.000000
EngineRatio 25000.000000
Radius 26.750000
Mass 0.150000
Gravity 3300.000000
MaxPos 3.000000
SkidWidth 8.000000
ToeIn 0.000000
AxleFriction 0.040000
Grip 0.022000
StaticFriction 2.425000
KineticFriction 2.420000
} ; End Wheel

WHEEL 3 { ; Start Wheel
ModelNum 3
Offset1 32.146252 0.000000 -16.323462
Offset2 0.500000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 0.000000
EngineRatio 25000.000000
Radius 26.750000
Mass 0.150000
Gravity 3300.000000
MaxPos 3.000000
SkidWidth 8.000000
ToeIn 0.000000
AxleFriction 0.040000
Grip 0.022000
StaticFriction 2.425000
KineticFriction 2.420000
} ; End Wheel


;====================
; Car Spring details
;====================

SPRING 0 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1000.000000
Damping 15.000000
Restitution -0.850000
} ; End Spring

SPRING 1 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1000.000000
Damping 15.000000
Restitution -0.850000
} ; End Spring

SPRING 2 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1000.000000
Damping 15.000000
Restitution -0.850000
} ; End Spring

SPRING 3 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1000.000000
Damping 15.000000
Restitution -0.850000
} ; End Spring


;====================
; Car Pin details
;====================

PIN 0 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin

PIN 1 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin

PIN 2 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin

PIN 3 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin


;====================
; Car axle details
;====================

AXLE 0 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle

AXLE 1 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle

AXLE 2 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle

AXLE 3 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle


;====================
; Car spinner details
;====================

SPINNER { ; Start spinner
ModelNum -1
Offset 0.000000 0.000000 0.000000
Axis 0.000000 1.000000 0.000000
AngVel 0.000000
} ; End Spinner


;====================
; Car Aerial details
;====================

AERIAL { ; Start Aerial
SecModelNum -1
TopModelNum -1
Offset 0.000000 0.000000 0.000000
Direction 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 0.000000
Damping 0.000000
} ; End Aerial


;====================
; Car AI details
;====================

AI { ;Start AI
UnderThresh 530.960083
UnderRange 1390.939941
UnderFront 2228.502197
UnderRear 532.879944
UnderMax 0.395497
OverThresh 2521.723389
OverRange 1399.063965
OverMax 0.488563
OverAccThresh 83.449997
OverAccRange 2113.864502
PickupBias 3276
BlockBias 3276
OvertakeBias 16383
Suspension 0
Aggression 0
} ; End AI

}


another reason i would vote for the control to be text based, is not everyone who likes to try to dev has 3dmax, or care to wrap their head around blender, yet, might could understand stuff like that ^^^

of course armagetron wouldnt have nearly as many variables..

at least not untill 2.9 or something :o

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Lucifer
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Post by Lucifer »

SuPeRTaRD wrote:Either way would be fine with me..

another reason i would vote for the control to be text based, is not everyone who likes to try to dev has 3dmax, or care to wrap their head around blender, yet, might could understand stuff like that ^^^
Heh, you're asking someone to build a 3d model, not draw a picture. So a 3d modeling tool is a reasonable requirement, I think. More reasonable than requiring, say, MSVC++ (although the Dev-CPP support is awesome).

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SuPeRTaRD
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Post by SuPeRTaRD »

hrm.. i dont think we're on the same page

lets say i'm joe blow, & i love armagetron, and i'm inexperianced at much game graphics editing, but i want to like edit my bike..

lets say i like the body of bikeX but i want to change the wheels to the wheels from bike Z

lets assume body on bike Z was longer than the body of bike X.

joe blow could adjust the placement of bikeZ's wheels with a text editor..

--------------------

hehe... nevermind

just would make it easier for n00bs, imo

--------------------

thats just the way i'm used to doing it ^^^^^^
i guess.

chicken wire vs. jbweld

hell, if i gotta pee on the sparkplugs to get the wheels to spin, i'll do it!

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SuPeRTaRD
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Post by SuPeRTaRD »

another thing i think 2.8 should have is toggleable winzone/killzone setting & toggleable "sudden death mode"

does anyone have a link of how to setup killzone & or sudden death?

implimenting those two ^ would be easy in my mind.. since someoens already wrapped thier head around how

& if anyones bored, they can code a killzone that "acts" like a recognizer :-) & chases the nearest bike.. a certain player was supposed to code this but.. you know how that goes.. ;p

speaking of which, i need to get bored & work on some atron graphics a bit.. been a while

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Tank Program
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Post by Tank Program »

there is a killzone... it looks just like the winzone, but kills you if you go into it. i forget what the setting is called right now tho... like WIN_ZONE_KILL or something like that
Image

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