To the current modders.

Discussion in 'Mod Discussions' started by BulletMagnet, June 19, 2013.

  1. thepilot

    thepilot Well-Known Member

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    Would it be possible to implement things that are not managed by PA, like upgrade a building (upgrade animation, management of the cost, and of course model & BP swap) ?
  2. exavier724

    exavier724 Member

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    Really hard to say what I want without actually seeing whats there :p
    What I would like to see is what the sim side unit scripting looks like...

    What can I do with firing events & collision tracking?
    What "Blueprint" field can I modify on the fly via scripting?
    --- Units, Weapons, Projectiles
    Can movement layers be swapped on the fly?
    --- Swaping land bots to flight, aircraft to submerisble, etc
    Can things be attached to other things interchangeably?
    --- Effects, Beams, Particles, Shaders, Textures, Other Units
    Can we set up timer based unit/local/army/global events without killing processing power?
    --- Maybe a global heartbeat we can link them into rather than making individual status checks

    I think those would pretty much cover most of the things that are attempted first by new modders. Some of them usually had either hard to understand script mechanics (different engine commands for each type & not interchangeable) or slammed into a simple no because the engine lacked the command to reference/update/modify a variable on the fly.

    Outside of that I would really have to see whats there before I have a good idea of what I want to try tweaking. But that list should cover those things I tried in SupCom mods :)

    Oh yea and one thing that will make every modders day... Sandbox Mode with active script refreshing so we can make a change to a file while the game is running & have it refresh so the next instance of it thats run features the change. Obviously wouldn't work that well for global items that could crash a game... but it sure makes unit modding a heck of alot easier :p

    EDIT: Oh and please make sure the engine has a "get" command to match each "set" command... Supcom had a really amusing flaw where you could "set" a regen rate but couldn't "get" the units current value. Made mods/upgrades that relied on stacking/adding regen a pain in the butt to code :p
  3. shadowmint

    shadowmint New Member

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    Look at the sorts of things people have for minecraft.

    Specifically:

    - control over incoming join game requests
    - control over in-game ban / kicks
    - whitelist / player controls
    - ability to 'auto host' new games of various types as required

    Personally I'd love to be able to create a 'campaign' style server, where individual games are bound to part of a broader game-grouping or tournament that link to points.

    To implement that you'd need some kind of backend hooks for catching game results, and programatically creating new games that only specific subsets of plays could join.

    (for example, if you were doing a team ladder game, you might have an open game set between any members of team A and team B, and you move through the ladder by accumulating points by winning games in a set time period for your team).
  4. Ralith

    Ralith Member

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    I would really, really like to see support for non-spherical, and hopefully totally arbitrary, gravity fields, implemented as either vertex data or a normal map. This would natural support not only for flat maps, but for really cool things like donut worlds, mobius worlds, two-wided flat worlds with traversible tunnels between the sides, and an infinity of other stuff nobody's ever seen before. I imagine support for this would have extensive consequences in the simulation code, which means it's definitely serverside and deserves early attention.

    Of course, camera controls will pose a problem, but many interesting ideas will work well enough with an arcball camera like we have now. To top it all off, fully scriptable camera controls would be nice, but I expect that's coming anyway since it's clientside and technologically straightforward.

    No question that this would mess with orbital units something nasty, but perhaps just letting them just worry about the bounding sphere for positioning and dynamics purposes would suffice?
  5. paulzeke

    paulzeke Member

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    Based on the Mavors Blog post about how the planet geometry functions, with add-subtract booleon stamps being used to build all the mountains, trees, and valleys, I have an idea

    What about allowing modders to create a game version where the player can directly use the add-subtract stamps?

    In other words - minecraft mode!
  6. veta

    veta Active Member

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    So a map editor with in game debugging/testing?
  7. paulzeke

    paulzeke Member

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    not a map editor

    more like altering a constructor so that it can "build" pieces into the environment.

    semantics;
    A "map editor" implies that you are creating a new map to play on. You edit, save, then play on that map
    I'm suggesting a different game mode in which units have the ability to sculpt the land. It would be a really fun mechanic to try to build a mod around
  8. krashkourse

    krashkourse Member

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    The color of outer space and the Color of the sun
  9. Tontow

    Tontow Active Member

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    May also need:

    - Ability to add different types of resources (IE: tin, copper, iron ). Or depletable mineral fields ( IE: StarCraft type gas and mineral fields)

    - Ability to modify individual unit AI as well as the global AI

    - Ability to add new types of movement (IE: dig and move underground) and add new movement rules (IE: can move under ground, but only to bodys of water and then it can only move on top of the water.)
  10. Ralith

    Ralith Member

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    This plus custom resources and the ability to add complex custom AI to units could allow a mod to make something approaching Dwarf Fortress. That'd be awesome.
  11. paulzeke

    paulzeke Member

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    exactly!

    With PA's engine able to handle so many units and actually look pretty, this could be the ultimate sim mod!
  12. Tontow

    Tontow Active Member

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    Hmm. Plus everything that we would need to turn it into MineCraft :D
  13. jacoby6000

    jacoby6000 Member

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    Except the biggest part of minecraft -- Deformable terrain.
  14. lthawkeye

    lthawkeye New Member

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    i think it is about time i stop lurking and start doing some actual posting.

    Since i haven't seen anything in regards to this yet.

    Unit/weapon particles effects, i would like them to be very moddable, because quite honestly i want to be able to make some kind of black hole weapon or maybe that big nuke thing from Code Geass, regardless would like the effects to be very moddable so that i can, hopefully easily as well, make things super pretty.

    also +1 to everything
  15. tatsujb

    tatsujb Post Master General

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    Would it be possible to put a HALO to play on?
  16. tatsujb

    tatsujb Post Master General

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    Indeed moddability for this would be great but it will already be in the base game : http://youtu.be/nCRA1ae5WWQ?t=24m52s

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