Lavo_2 Lavo_2

[Feedback/Request] On Map Version 4 and the aspect of "Chance"

[Feedback/Request] On Map Version 4 and the aspect of "Chance"

With one of the recent release builds of Rebellion, support for map version 3, which did not have the forced moveAreaRadius and hyperspaceExitRadius inserts, was cut. I feel that this lack of support takes much away from making maps.

As version 4 does not allow for the various Random objects to have an moveAreaRadius and hyperspaceExitRadius based off the entity of whatever spawns, taking away an additional form of chance or "randomness". For example, if one puts a WeightedRandom in a map, regardless of spawns, such as an Ice planet or a Dead Asteroid, they will have the same movement area. Plus, nor does it allow, for modders, the ability to put in suns of various sizes with different areas of movement.

Due to these, however futile it may be, I request that either map version 4 has some sort of option to let the moveAreaRadius and hyperspaceExitRadius be left blank or allow for a wildcard symbol (aka. the game loads these values from the planet/star's entity file as in the past), or that map version 3 support be re-added.

1,408,282 views 543 replies
Reply #401 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice or ANY other states of h2o

Reply #402 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #403 Top

64-bit exe AND the possibility of altering the number of resource asteroid spawned with each planet.

 

but honestly, is a version 4 going to happen?

Reply #404 Top

Quoting Dark_Ansem, reply 403

64-bit exe AND the possibility of altering the number of resource asteroid spawned with each planet.

 

but honestly, is a version 4 going to happen?
map version 4 IS the current rebellion map version

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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Reply #405 Top

Quoting harpo99999, reply 404


Quoting Dark_Ansem, reply 403
64-bit exe AND the possibility of altering the number of resource asteroid spawned with each planet.

 

but honestly, is a version 4 going to happen?map version 4 IS the current rebellion map version

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

change my request to this :)

or if nothing, release the source code of the tool.

Reply #406 Top

dark_ansem, I CAN release the source code for MY utilities, BUT the galaxy file issue stems from the game engine.

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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Reply #407 Top

not YOURS harpo, the Galaxy Forge's source code, if they don't want to develop it any longer.

Devs, anyone?

Reply #408 Top

to the best of my limited knowledge, the galaxyforge is from ironclad, and was updated with a new version for rebel that is incompatable with the trinity version (that is seperately downloadable)

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

Reply #409 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #410 Top

Gosh, it is still alive!

Reply #411 Top

and some of us will KEEP -
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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

Reply #412 Top

Or they could release the egine altogether. those with time and skill could simply alter it as they see fit.

Reply #413 Top

Quoting harpo99999, reply 411

and some of us will KEEP -
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= SUMP?

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Reply #414 Top

teun-a-roonius, I had mis-positioned the crlf, shound have been

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

Reply #415 Top

Ahhh! It's all so clear to me now! Another bump!

Reply #416 Top

but I do feel that this tread is in a bit if a sump as it has not managed to even get any of the desired requests to even be answered.

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

Reply #417 Top

What's wrong with H2O?

Reply #418 Top

it KILLS computers and electronic components that have not been sealed against it, BUT for non-electronic things it is ok to needed

 

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

Reply #419 Top

What about water cooling? That's pretty cool stuff.

Ha. Ha. Yeah... now I feel like backing out of the room slowly...

Reply #420 Top

most of the water cooling systems are completly sealed, BUT if they spring a leak YOU lose the computer as the water tends to short out and corrode most materials used in computers

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

Reply #421 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #422 Top

The thread has been read many times :) We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises!

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Reply #423 Top

Quoting Blair, reply 422

The thread has been read many times We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises!

*Gasp!* Lavo your prayers have been answered! Someone no less than Blair Fraser acknowledged this thread exists! That must mean whatever was chasing the Vasari has arrived and the universe is about to end.;)

 

If you do end up taking a look at these kind of things, could you also see what you could do about letting us spawn stuff at stars? Even the "Always" condition fails to cause anything to spawn at star entity types, in either random or premade maps.

Reply #424 Top

We won. Giggity.

Reply #425 Top

Quoting Blair, reply 422

The thread has been read many times We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises!

This is great to hear. Thank you for doing whatever you can regarding this!