| 08-24-2003, 12:01 PM | #31 |
If you think so. ... The problem is not the number of doodads you see, but the camera position and the range-clipping. For example in Legacies, you don't really have much doodads like bushes; only trees and no cliffs. But you only have 15 or 17 fps. Well that's enough for playing, but it really sucks if every 3 seconds the screen stops for a short time, because the Ram is overloaded. The only way to stop that is to shorten the clipping-range, but this will also decrease your sight. Btw: What will be the camera? Third person fixed, third person rotatable or standart view? If it is the standart way, all the bushes will be nearly useless, because they are just some thin lines from above ;) ... Will there be preset characters? (Sometimes better for the story, but worse for the replayability) |
| 08-24-2003, 02:14 PM | #32 |
If people will not complain about it, im going to use a smoothed rotating camera based on ordered angle of momement (that way when your are fighting your camera doesnt go wild) The angle of attackwill be slightly lower than normal game play, The camera looks fine. Also about the doodads yet again... I know how FPS works with the number of polies, and ram useage n stuff, also that wc3 uses swapfile space with yr harddrive. Also that "lag pause" you experience in legacies is most likely due to unit spawn, if you spawn more than about 10-15 units at a time, the game starts having slight pauses (you might have noticed this with AoS's that spawned all thier units at the same time) I also would say at any given moment, there is no more than 150-200 doodads on the screen at a time. I am telling you, there is not alot of those shrubs, they just look like there is alot more than thier are. Dont worry, The map will not be bogged with lag :) -------------------------------------------------------------- We will have about 10 heroes, and 3 secret heroes (We will give hints as how to unlock the hidden heroes) Each hero is just a class type. If the players wanted, everybody could be the same hero type. The story is linear, the path is somewhat linear (zones will have dungeons and caves). There will be 25-30 side quests that you can do for various rewards. There will be close to 10 main quests that must be completed to beat the map. |
| 08-24-2003, 02:33 PM | #33 |
Hmm, I don't really like those auto-rotate-cameras. It simply sucks if you are a supportive hero and have to heal or use inner fire, etc. at ur party members that are behind you ... I would highly recommend a camera that is freely rotatable with the arrow keys (Well that's the main idea behind that event. ;) ) like in Neverwinter Nights or Dungeon Siege! Well I had some problems with those triggers too, because there aren't really actions to rotate the camera from the point u are atm. Well somehow I made it. If you want me I can post the triggers here. (You need more triggers than you think for that!) |
| 08-24-2003, 02:48 PM | #34 |
see thats what this camera prevents. The angle only changes if you issue a move order, not attack or cast a spell. It has its disavanatges. But the arrow keys for moving the rotation is a good idea heh |
| 08-24-2003, 03:25 PM | #35 | ||
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Ehm...if you think so. What you mean is Shrub. But try to add only a single shrub doodad at a trees base and it will look much more natural. |
| 08-24-2003, 03:33 PM | #36 | ||||
The problem of your auto-rotation: The sight will be near your hero (It must be, or these new trees of tft [which you placed very often ...] will block your sight). The problem of the auto rotation near the hero is the fact, that you can't see what is behind you without moving your hero! Maybe one of your party-members is running away. You want to heal him, but he is allready out of your sight. Now you must move some steps back so the camera turns around; but u can't, because the camera is too narrow, so you have to walk a circle. The camera is confused and rotates like mad ... Well, to insert the arrow-key control, you can't use the "rotate around point" command, because it stops locking the camera; so you have to make some more triggers: (Note: I post the 'non-array' version of these triggers, because It's really hard to get how the triggers are linked with the arrays, if you didn't triggered them yourself ...) Simply copy and paste them into your map ... ;) Note: It's required, that the camera is allready locked ----------------------------------- Following variables used: camera - 'P1camera' (I mean a variable 'camera', not the cameras placed with the 'camera' layer!) Boolean - 'P1cameraleft' Boolean - 'P1cameraright' Boolean - 'P1camerazoomin' (This can be left out, if you dont want this feature) Boolean - 'P1camerazoomout' (dito) Also, there are 5 equal variables per player with 'P2', 'P3', etc. ... These varialbes must be set before importing the triggers, or you have to replace them manually and that means useless additional work ... ;) Quote:
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Edit: Some of the variables were wrong. Now they are correct. |
| 08-24-2003, 03:37 PM | #37 | |
This Trigger is too long for one post; I splitted it into two quotes! Quote:
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| 08-24-2003, 03:43 PM | #38 | |||||||
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That's everything for now. If you called the triggers and variables in the right way, you should be able to zoom in and out and rotate the camera with the arrow keys. Well; Don't think it's spamming, what I do here; I only wanted that the designers of a pretty map like that don't waste time with creating the triggers one after one ... In this way you only select and press ctrl+c and you get it ... :D |
| 08-24-2003, 04:16 PM | #39 |
Woooahhhh....thats alot of text. Screenshots: AWESOME! Game: Never played it, but I WILL NOW! |
| 08-29-2003, 09:40 PM | #40 |
That looks very nice. And lag pause in legacies isn't from unit spawns, theyre all taken care of at map init, then they only respawn as you kill stuff off, it's most likely from the close in camera, to my knowledge war3 doesn't like looking at stuff up close.:bgrun: At any rate, looks like this will be a great game, need more of those |
| 08-30-2003, 03:18 AM | #41 |
Number of doodads isnt important during game(it is at loading). This is the number of poly which is important. Shrub have something like 5 poly with lot of alpha as dakan said. If you look at the desert, you will see theres almost nothing except nice raise/lower + rock tileset effect. Sure this wont take 2 years to make since you already have all story/quest idea. You also implent feature already in TKoD. Hey pen², dont you think your open rpg battle system would be good in this map? Advice to Dakan, Make this project look different than defend ithanne project with DK. Both are alike right now. |
| 08-30-2003, 03:40 AM | #42 |
Those terrians are great! How do you do it0_o I'm probaly one of the worst alone working map makers there can be. Terrian I can do ok if I'm actually concentrating on it. Triggers. omg after seeing all that text of triggers I feel like a complete nub to triggers. Skinning, Won't work for me some reason:nono: Spell editing---ok. Dunno why i'm posting my crappy skills. Main thing is GL and keep up the good work! |
| 08-30-2003, 04:35 AM | #43 | |
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Not at all, the only thing that is similar is the stat system, which i just edited a tad to fit better into DK's map DK's map is more of a herosiege / aos this is a full RPG with alot of features that will not be seen in the DK map (cuz they just dont fit there) Here are some planned features: -1 weapon, armor, accessory per hero -Useage of weapons and armor is restricted to Strn, Agil, or Intel (or a mix of them) -Item crafting, take a certin non magic item, add 3 ingredients, and make a brand new item -Item Upgrades, take a existing item and take it to a smith to have him upgrade its damage output, or armor -Many many many side quests -Unique boss battles that require skill to defeat, not just hack and slash -Stunning terrain :P Lots of other things, but i just dont have the time to type it all up |
| 08-30-2003, 06:44 AM | #44 |
Item crafting? :\ *is reminded of Dark Crescent* Terrain looks good though, how's DC's terrain coming? |
| 08-30-2003, 07:15 AM | #45 | |
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Well this is easily with some average trigger-skills done. To prevent the second weapon in the inventory from giving the magical bonus to your hero, simply make 'no ability'-items and add those item-abilites by triggers (I guess there were a 'learn ability' somewhere in the action list ... :D ). The item handling in Legacies is frustrating, so allow the players to have more than one item of the same type equipped! The idea using agility for armors is bad. Don't forget agility is increasing your attack speed! |
