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Author Topic: Globe improvements  (Read 59265 times)

Offline Yankes

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Re: Globe improvements
« Reply #90 on: March 24, 2012, 10:17:53 pm »
easy :D only need some options in config and one `if` :)
BTW Volutar did some tweaks to this my globe shading, is possible his version will look better :)

Volutar

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Re: Globe improvements
« Reply #91 on: March 25, 2012, 08:18:38 am »
There is additional patch for Yankes' globe, which I made before pull request was added. I have changed gradient alittle (there are wider zones of almost-day and almost-night), very little noise, option "globeSeason" which switches Earth inclanation (it's off by default, like in original), so you have to write "true" in options file to turn it on. Also sun position was improved to match astronomical position. And battlescape lighting level also matches what you visually see on the geoscape (it was LUTed with loosing intermediate levels).
Another thing that should be done is showing light level on equipment screen or before battlescape loading (on the briefing screen). I must say it's kinda logical and informative for the battle. And very weird why noone suggested that.
« Last Edit: March 25, 2012, 08:23:28 am by Volutar »

Offline Conti-k

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Re: Globe improvements
« Reply #92 on: March 26, 2012, 07:20:20 pm »
There is additional patch for Yankes' globe, which I made before pull request was added. I have changed gradient alittle (there are wider zones of almost-day and almost-night), very little noise, option "globeSeason" which switches Earth inclanation (it's off by default, like in original), so you have to write "true" in options file to turn it on. Also sun position was improved to match astronomical position. And battlescape lighting level also matches what you visually see on the geoscape (it was LUTed with loosing intermediate levels).

Sounds good, Volutar. I like that wider zones between full night/day (if I get it correctly :P), and geoscape = battlescape lighting level thingy.

Another thing that should be done is showing light level on equipment screen or before battlescape loading (on the briefing screen). I must say it's kinda logical and informative for the battle. And very weird why noone suggested that.

Fly-by over the battlefield perhaps? :P Player is using crafts to get over there after all. Note: it's just a silly idea with that fly-by ;)

Offline kkmic

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Re: Globe improvements
« Reply #93 on: March 26, 2012, 08:19:44 pm »
Yeah, but a 'time of day' info could be added to the briefing screen easily. And indeed, as the soldiers fly there, that info is already available to the Commander, right? So this is not some kind of cheating....

Offline SupSuper

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Re: Globe improvements
« Reply #94 on: March 27, 2012, 11:58:34 am »
Yeah, but a 'time of day' info could be added to the briefing screen easily. And indeed, as the soldiers fly there, that info is already available to the Commander, right? So this is not some kind of cheating....
I can't even begin to count the amount of times I forgot whether I was going into a day/night mission, so I'll definitely consider this. :)

Offline SupSuper

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Re: Globe improvements
« Reply #95 on: March 28, 2012, 03:37:06 am »
Ok Volutar's patch is up, though I hope you guys aren't dedicating all the posible CPU and brain power just to create SimGlobe. :P

Offline pmprog

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Re: Globe improvements
« Reply #96 on: July 03, 2012, 04:33:14 pm »
Wow, it's been a long time since I've been here. Looks like some nice progress on this.

Will have to check out the code later and see what I've missed

Offline Daiky

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Re: Globe improvements
« Reply #97 on: July 03, 2012, 05:37:36 pm »
I hope you still find your way in the code and welcome back :)

Offline pmprog

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Re: Globe improvements
« Reply #98 on: July 03, 2012, 07:51:39 pm »
I hope you still find your way in the code and welcome back :)
Thanks. Is there a ToDo list these days? Hopefully when I've caught up to date, I'll try and assist as and where

Offline Daiky

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Re: Globe improvements
« Reply #99 on: July 04, 2012, 10:37:11 am »
I could try to compile a todolist for the battlescape, and post it in the battlescape development thread.

Volutar

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Re: Globe improvements
« Reply #100 on: May 22, 2013, 08:27:25 pm »
For some reason in last versions Radar toggle (r) changes random pattern too. That looks not nice. Is it possible to get stable noise pattern back?

Offline moriarty

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Re: Globe improvements
« Reply #101 on: August 16, 2013, 02:18:08 pm »
<disclaimer>
a) I know this is bordering on necroing a thread
b) I am happy with the current globe as it is
c) I remember all the troubles and hardships the team went through in creating the current working globe
d) I am aware that some of this touches work that has in more-or-less great parts been done by a member who has since fallen away for several reasons
</disclaimer>

that being said, does anybody think it would be possible to allow for a more flexible globe? I think that "regions" (as in almost-but-not-quite-countries) are still hardcoded, right? as is the general topology of the globe. for several reasons (including but not limited to TFTD/UFO combined play) it would be nice to have a little more flexibility. I'm not sure if there is an easy or even at-all-possible way of achieving this with the current system... any of the programming specialists have an idea?

@Warboy: I don't know the background story of your "war" mod, but in my mind I always see it as a less covert and more open-war game, where the alien invasion has truly started, with world war III being fought across the globe, playing ground missions to "capture" or "defend" countries, expanding your territory, like in the good old days of "Dune" and "Command & Conquer" (or, even more basic, Risk). for this, of course, you would need dynamically changing territories... and I could see several interesting uses of dynamically-changing topology, too (alien-triggered asteroid impact, global sea levels rising due to T'leth activities...) :)

the way I see it, there are three options:

1) we keep the current system, although unhardcoded and more easily accessible: a big list defines triangles by three freely-placed corner points and assigns each triangle a "terrain". regions are defined somewhere else

2) we expand on this system, increasing the number of triangles, each triangle has a "terrain" and a "region" (and possibly a few other properties like "owner", "impassable by unit of type x", "value" (for funding), whatever you can think of). I don't know how high the number of tris can be before the game starts lagging terribly, but if this is added in an openGL kind of way, you can probably go pretty high. of course, setting up the globe would be terribly inconvenient unless there is some kind of easy editor which allows you to "paint" properties onto the globe, adding them to the tris where applicable

3) we throw everything away and change it to a bitmap that is wrapped around a 3D sphere. the bitmap uses pre-defined color coding, which is translated into "terrain" in-game. regions are either defined as before, or with a second bitmap, adding the future possibility of allowing the game to change the bitmap

4) ...? I don't know. I'm not a programmer - I don't know about hardware use of the different approaches... :)

Offline SupSuper

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Re: Globe improvements
« Reply #102 on: August 16, 2013, 06:27:30 pm »
None of it is hardcoded, countries and regions come from the ruleset and topology comes from WORLD.DAT. We do plan on moving it all to rulesets eventually.

In the meantime you can check out this thread regarding previous efforts of modding the globe and a WORLD.DAT editor: https://openxcom.org/forum/index.php/topic,530.0.html

Offline moriarty

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Re: Globe improvements
« Reply #103 on: August 16, 2013, 08:34:05 pm »
SupSuper, you do realize that about one third of the later posts in the thread you linked to were from me, don't you? ;)

I didn't realize that the regions were already moved to the ruleset... but they are still "rectangles", right? meaning you define a minimum and maximum latitude and longitude, right?

Offline SupSuper

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Re: Globe improvements
« Reply #104 on: August 16, 2013, 09:09:11 pm »
SupSuper, you do realize that about one third of the later posts in the thread you linked to were from me, don't you? ;)
Hey the thread is from last year, my memory isn't that good. :P

I didn't realize that the regions were already moved to the ruleset... but they are still "rectangles", right? meaning you define a minimum and maximum latitude and longitude, right?
Yes, but you can make them out of multiple rectangles. The only thing that I think is still hardcoded are the border lines you see on the Geoscape, but those are just eyecandy and not actually representative of the actual area.