Terrain Deformation

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Terrain Deformation

Postby Kekouse » 28 Sep 2011, 13:23

I thought about it the moment we got FaF.
In 2005-2006 we (Zep, me and other friends) played on TA-Spring. The first time we played against each other, the first time playing Vs in RTS games. We played awfully but it was fun.
One thing that we really loved as noobs was the terrain deformation. Having holes everywhere after a battle was something great. Ok it was too strong, the (already bad) pathfinding went mad on a map with holes everywhere BUT IT WAS FUN.
When I read messages from new players, many says that it's sad that there is no deformation at all. And I must admit that it's true.

So I tried different mods. There are 2 mods that allows deformation:
Terrain Deform
and Terraformer on the vault.

The second one is not interesting. It allows to "terraform" with T3 engineers. It goes too far and we don't want that in FA.
The first one is far more interesting. Shells, Bombs, Nukes, Missiles deform the battleground. Without editing the mod, it's gamebreaking as missiles can produce trenches in seconds. But there is a .db files with all variables. We can edit it easily and even add other deforming unit (like crashing Czar and so on).
It's really easy to make something "visual" without changing the way we play FA for years now. Only a slight change without having ultra big holes that change the map.

BUT

As always there is a problem :/
In Spring, water is always present under the terrain. When the ground is so deformed that you reach the 0 level, water appears, as it's always present.
In Supcom the engine is rather sloppy. In fact there is no "water". Above 0 it's the "Land unit zone", under 0 it's the "Water unit zone". In Supcom Boats "float" on the 0 level, the water is only a texture applied.
Now the problem. As there is no check on the deformation, you can deform a coast with shells and get under the 0 level but nothing will you show the difference.
On some map (like The Dark Heart) it's ok, there is water:
Image
On other not:
Image
(I used the mod unedited + 100 mavors...don't worry this will never happen but someone, somewhere will shell a coast to oblivion so it's a problem if the engine do not represent the water on some maps)

We can refuse the fact that the mod deform the terrain below the 0 level but if you do that, when you shell coasts you will rise the level and change even more the terrain.
On 100% Land Level its really simple to do something visual without changing the gameflow. On Water Level it's...well you saw it on the screenshots.
I really think it could be good for Supcom to have slight Deformation after some big battle. New Players loves it...and eh FaF is also about bringing new player on FA.
If you have any idea, feel free to discuss it.

P.S:
It's only an idea of mine to bring deformation. It's not in the plan to implement it in FaF...do not yell ok :)
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Re: Terrain Deformation

Postby Gowerly » 28 Sep 2011, 15:45

We'd need to be sure to make it gentle. When I play TASpring I would repeatedly Dgun the ground around my opponents' bases so they couldn't build anywhere.

Some things to consider extending this:
- Allow Draining of water: Lower the waterline
- Allow Engineers the ability to level out areas of the map: This will allow for a player to create their own routes into someone's base.
- Some other stuff.
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Re: Terrain Deformation

Postby AdmiralZeech » 28 Sep 2011, 16:33

Lets mod "From Dust" into the game! woot! :P
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