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Author Topic: [Suggestion] True Hybrid Capabillities for Crafts.  (Read 2441 times)

Offline mutantlord

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[Suggestion] True Hybrid Capabillities for Crafts.
« on: December 30, 2023, 06:28:44 am »
If I can input some suggestions.

Currently, I believe the maxAltitude is the range a craft can intercept the ufo. If the craft is beyond the interception parameters, a menu will pop up and alert the player that the interception is impossible. It is during this interception phase that the warning would pop up.

Can this warning menu be improve or re-code to when the craft crosses the boundaries of one texture to another? If the altitude parameters of one texture is beyond the operatiional limits of the craft? The warning will pop up when it crosses one texture to another, eg, land texture to underwater texture? If it does not violate vanila  OXC codes.

This way, maxAltitude is the maximum altitude the craft can operates in, not when interception can or cannot happen.

Two, if the former part of the suggestion is viable.

Can OXCE be upgraded in this manner, should the suggestion above can be improved as suggested?

There is a minAltitude and maxAltitude, PLUS a , minDepth and maxDepth for (Globe) Textures.

minAltitude and maxAltitude is for land or vanila ufo terrain only.

fakeUnderwater terrains has both minAltitude and maxAltitude, plus minDepth and maxDepth

The logic behind this suggestion is the enable of class distinction of land, air and sea vehicles.

craft will also have  both parameters like minDepth and maxDepth, minAltitude and maxAltitude,

Land craft, has minAltitude and maxAltitude of 0, minDepth and maxDepth -1

Sea craft, has minAltitude and maxAltitude of -1, minDepth and maxDepth 0

Underwater craft, has minAltitude and maxAltitude of -1, minDepth and maxDepth 0 to 5 (whichever the highest depth possible)

Aircraft, has minAltitude and maxAltitude of  0 to 5 (whichever the highest altitude possible), minDepth and maxDepth -1

Hybrid craft, has minAltitude and maxAltitude of  0 to 5 (whichever the highest altitude possible), minDepth and maxDepth (whichever the highest altitude possible)

Craft Weapons with underwaterOnly parameter,  Weapons can function like underwater, has default setting of minDepth and maxDepth (hidden from modder) set as greater than 0
 
If this helps and my suggestions are valued.
« Last Edit: January 02, 2024, 09:27:55 pm by nooblord »

Offline mutantlord

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Re: nooblord's wishlist
« Reply #1 on: December 30, 2023, 07:04:11 am »

Adding "fakeUnderwater" was a LOT of effort.

We as modders, had never properly thank you enough for your hardwork spent in enabling it. Thank you for the feature. 
« Last Edit: December 30, 2023, 07:08:16 am by nooblord »

Offline mutantlord

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Re: nooblord's wishlist
« Reply #2 on: January 02, 2024, 05:30:22 pm »

Anyway, I checked the code vs your requirements, it is going to be tricky to implement, but should be possible.
It will take a while though (optimistically in January 2024).

Hi, the suggestion of improvement I described in a few message prior.

A warning menu would trigger if a craft crosses the boundary of one texture to another that has altitude exceed of the max of the craft, instead of the menu only trigger during ufo interception phase.

Is this feasible, not possible or too hard?

And the other suggestion with maxAltitude and maxDepth for globe texture Id, is this feasible, not possible or too hard?

Please if possible, give a few worded reply, like feasible, not possible, too hard.

Regards

Offline Meridian

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Re: nooblord's wishlist
« Reply #3 on: January 02, 2024, 06:27:34 pm »
This is a thread for Daev's suggestion.

If you have a different suggestion, open your own thread please.

EDIT: extracted into a separate thread
« Last Edit: January 02, 2024, 06:29:51 pm by Meridian »

Offline mutantlord

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Re: nooblord's wishlist
« Reply #4 on: January 02, 2024, 09:58:01 pm »
This is a thread for Daev's suggestion.

If you have a different suggestion, open your own thread please.

EDIT: extracted into a separate thread

Hi, thanks for replying, much appreciated.

Like most feature requests made, we as modders should have no expectation that such suggestions could be made possible one day.

However, I do wish seek to understand that if it is remotely possible, for these features can be done.

1) Crafts crossing boundaries of different global texture IDs with varying altitudes and depth, could trigger warning menu if craft exceed its maximum altitude or depth allowed, instead of warning menu trigger during interception phase.

A) The suggest feature is feasible 

B) Not possible, would break engine.

C) feasible, but a lot of work required. 

2) Can globe texture id be given Max and min, for both altitude and depth? (Similar or Compatible to Daev's suggestion, and if part 1 is feasible )

A) The suggest feature is feasible 

B) Not possible, would break engine.

C) feasible, but a lot of work required. 

3) Craft are allowed Max and min, for both altitude and depth. For true separation of their role as land, sea, air and Hybrid vehicle.

A) The suggest feature is feasible 

B) Not possible, would break engine.

C) feasible, but a lot of work required. 

I understand the absurdity of this suggestion and the ridiculous amount of work might be involved in making it possible. So I have no hope for them can be done one day. In the remote possibility that it can be one day. I just wish to understand from the Dev's understanding of the engine, are they feasible?

Regards


Offline Meridian

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Re: [Suggestion] True Hybrid Capabillities for Crafts.
« Reply #5 on: January 03, 2024, 09:37:06 am »
All are doable, with a lot of work.

- Xcom crafts don't have any altitude at the moment... they just show UFO altitude if they follow a UFO or "very low" otherwise

- Showing a warning when crossing the texture boundaries is pointless:
* first if it's just a warning everybody will ignore it and it will pop-up so often it will become unplayable
* second, if it's an error then people will have to manually steer all craft like crazy around coast lines, which will also become super annoying after initial 15 minutes of fun (PS: the request to "pathfind" around coast lines automatically was already rejected)

Offline mutantlord

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Re: [Suggestion] True Hybrid Capabillities for Crafts.
« Reply #6 on: January 03, 2024, 04:21:17 pm »
All are doable, with a lot of work.

- Xcom crafts don't have any altitude at the moment... they just show UFO altitude if they follow a UFO or "very low" otherwise

- Showing a warning when crossing the texture boundaries is pointless:
* first if it's just a warning everybody will ignore it and it will pop-up so often it will become unplayable
* second, if it's an error then people will have to manually steer all craft like crazy around coast lines, which will also become super annoying after initial 15 minutes of fun (PS: the request to "pathfind" around coast lines automatically was already rejected)

Hi, I wish to thank you very much for replying and the time spent in considering of my suggestion.

I understand it is a lot of work required. So, the possibility of its implementation is remote. If you are considering in allowing Daev's feature request a possibility, like giving terrain a min and max altitude. Then my feature request is just an extension, perhaps to a complete solution instead of a partial one that Daev is asking?

For the sake of a hypothetical outcome, should this feature is considered. For the amount of hard work is needed, I understand completely, if the suggestion is abandon. However, for the sake of wanting a complete solution, for crafts able to behave in a hybrid response, when it arrived to a texture boundary. Eg. The craft knowing it is a sea, land or air terrain. Since the pathfind solution is rejected (E.g. even more absurd amount of work to make it happen) , this is the best solution I can think off to make it happen. Unless the Dev has a better one.

A Hybrid mod is more complete with this feature. I am requesting for the sake of a craft is more convincing and believing, should a land craft is behaving like a land craft, instead of a Hybrid Craft. Eg. Taxi in Xcomfiles able to traverse ocean terrain for example.

Usually, a mod author should consider all existing options available before resorting to a feature request. However, there are other options like craft transformation. Yet, some craft can't be transformed. Like Cars, bikes, for the purist..who want such a craft. Also there might be future mods which are locked to land or sea terrains, that might use this feature.

- Showing a warning when crossing the texture boundaries is pointless:
* first if it's just a warning everybody will ignore it and it will pop-up so often it will become unplayable


How about the pop up is to stay, it can't be dismissed or ignored, until the player steer the craft back to its legal usable terrain? If the player is intelligent, which I hope they are, they will steer the craft away from the boundaries to illegal terrain. So to avoid pop-ups all the time. 

* second, if it's an error then people will have to manually steer all craft like crazy around coast lines, which will also become super annoying after initial 15 minutes of fun (PS: the request to "pathfind" around coast lines automatically was already rejected)

If the craft is slow, like a land vehicle or submersible, then it takes time to traverse through a terrain, unlike an air craft. The player should have plenty of warning and space to make adjustment, should the craft is going at 30km per hours, oppose to mach 2, before hitting a boundary.

The whole point of this feature request, is to make player believe that the craft they are using is what it is, a car is a car, not a hybrid craft or air craft on wheels.

It create limitations unless a better vehicle with better terrain transverse is available.

Thank you for reading and considering my request. It means a lot to any Hybrid mod, should this feature is enable. I understand it is not the best, unless someone can think of a better one. It is a more feasible one. 

Offline WarStalkeR

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Re: [Suggestion] True Hybrid Capabillities for Crafts.
« Reply #7 on: August 19, 2024, 06:59:23 pm »
At some point me and Yankes were discussing it. But if we're to add proper altitude, we also need tools/data to identify height and depth on the globe. And if we're taking into account height and depth, we also need proper pathfinding for crafts and UFOs alike.