The resource system
#21
Posted 03 May 2009 - 06:07 PM
I see your point, though. I don't think it's really reasonable to have both trees and gold. I don't now of any way to code it to make it work very well, anyway. I think we should stick to trees. But all factions should really have lumber mills, so it's all balanced. Well... Most factions, at least. There might be a few that wouldn't.
#23
Posted 03 May 2009 - 06:40 PM
So let me get this straight, you're all starting a community project in which new modders can learn the ''trade'', yet you're discussing most advanced coding techniques for something as basic as resource gathering? For the love of god, just have some new kid model a farm and have some other new kid code the damn thing in.
Newbies are not doing the whole thing.
This is a community project which is supposed to attract new modders. I'm sure we'll have simple tasks for them, Matias.
#24
Posted 03 May 2009 - 07:27 PM
No fuel left for the pilgrims
#25
Posted 03 May 2009 - 09:55 PM
We shouldn't rely on senior modders they may be around to help but it is highly unlikely that they'll work on the mod.
Because most have projects of their own.
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#27
Posted 03 May 2009 - 10:26 PM
I'm doing my part by leading the project,DIGI said he might contribute something to the project.
But as I said most other seniors are busy with their own stuff.
Edited by Radspakr, 03 May 2009 - 10:26 PM.
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#28
Posted 03 May 2009 - 10:37 PM
Still, there shouldn't be many complicated things in the current plans so experienced coders aren't that much needed other than to help newcomers.
Back on topic, I'll do the resource system if needed.For the love of god, just have some new kid model a farm and have some other new kid code the damn thing in.
You can leave the other "damn things" for "some new kid".
#29
Posted 03 May 2009 - 11:19 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#30
Posted 04 May 2009 - 11:32 AM
Agree. Nothing wrong at all with the stock BFME resource system ...
... apart from the 'aesthetics' ... like trees for harvest falling too easy - just a rider passing by a little too close, and the trees are just falling like some straw trampled, without the rider even loosing speed. (love trees ... do even walk and talk with them)
... a star shines on the hour of our meeting ...
#31
Posted 04 May 2009 - 03:37 PM
Keep it in standard BFME1\2 way please
As been said, balancing out differences between the different collectors are hard, and I believe that wood is the only thing that can be gathered anyways Hardcoded.. not sure though
Correct. Gathering wood is an adaption of the C&C supply dump functions. Only works on a single source with no variation possible.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#33
Posted 04 May 2009 - 04:29 PM
It would work if you wanted workers swinging axes at gold mines to find hidden wood inside
Edited by Gfire, 04 May 2009 - 04:30 PM.
#34
Posted 04 May 2009 - 05:23 PM
And you sure as hell can't expect any senior modders to come work all of a suddenYou can't expect lots of new people coming to work on the mod all of a sudden.
I'm going to do my part, may that include the resource system or something else.
Aren't you guys willing to do your part too? It's supposed to be a community project after all.
I'm afraid if I help, I'll do my best, and probably end up trying to do every model for a whole faction just to keep them similiar...
Now, I won't venture out on those paths
It's a community project, to help out newbies.. and to help n00bs becomming newbies
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#35
Posted 04 May 2009 - 10:06 PM
But for now keep it very simple.
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