IPB Style© Fisana

Jump to content


Wall Creation


  • Please log in to reply
92 replies to this topic

#21 majapahit

majapahit

  • Community Members
    PipPip

  • Sesquiplicarius
    (157 posts)

Posted 17 April 2012 - 12:15 AM

FIRE WALL

If only the palisades can be turned into firewall where units can go through but receive damage. :banger:
----------
Fried Banana, Steamed Banana, Banana Kolak, Nagasari, Banana Ceriping, and still many more delicious banana based cuisine.

#22 howlingflute

howlingflute

  • Community Members
    Pip

  • Discens
    (59 posts)

Posted 18 April 2012 - 02:12 AM

I just tried out vts's work in progress on the wall placement. One word: Awesome :banana:. I can't wait until its fully implemented. I made a quick video of 0ad patched with vts's work in progress patch. The video of placing walls in 0ad: . I kind of hope that celt fanatics keep their testing ability to build any wall LOL.

#23 BookishOwl

BookishOwl

  • Community Members

  • Tiro
    (5 posts)

Posted 18 April 2012 - 03:46 AM

View PostLion.Kanzen, on 18 April 2012 - 02:36 AM, said:

the link to youtube are wrong or broken

the hash number is good.


Thanks howlingflute! looks awesome!

#24 Pureon

Pureon

  • 0 A.D. Art Team

  • Primus Pilus
    (3,242 posts)

Posted 18 April 2012 - 08:43 AM

Yeah it's cool. vts has been leading the wall building click-drag system and has done a great job this past few weeks (y)
Pureon
0 A.D. Designer / Texturer / 3D Artist
Contact email:
pureon{@}wildfiregames.com

#25 Zeta1127

Zeta1127

  • Community Members
    PipPipPip

  • Duplicarius
    (237 posts)

Posted 18 April 2012 - 09:02 AM

Impressive, most impressive.
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion a.k.a. Zachary Skaggs

#26 quantumstate

quantumstate

  • WFG Programming Team

  • Primus Pilus
    (1,086 posts)

Posted 18 April 2012 - 02:20 PM

View PostLion.Kanzen, on 18 April 2012 - 12:58 PM, said:

whe are available in SVN?

It isn't in svn yet. If you want to test it you will have to apply the WIP patch from http://trac.wildfire....com/ticket/786 and recompile the game.

Jonathan Waller [ aka quantumstate ]

Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com


Support Wildfire Games!


#27 General Octavian

General Octavian

  • Community Members
    Pip

  • Discens
    (67 posts)

Posted 18 April 2012 - 02:43 PM

Looks GREAT! excited for Alpha 10 now!

#28 wraitii

wraitii

  • WFG Programming Team

  • Primus Pilus
    (1,045 posts)

Posted 18 April 2012 - 04:45 PM

Looks like good progress. AI building walls would, imo, first require that we implement actual terrain/chokepoint detection. I'm fairly sure using a basic circle/square that encompasses most things we could do a fairly efficient wall building (walls cutting through forests would be nice though).
What is harder is detecting the presence of walled in buildings.

Note: the AOE3 AI actually can build walls, even fairly well, it's only deactivated (it's in one of the scripts. ) because it won't try to rebuild broken walls I think (which comes back to my second point: being aware of the wall is harder than actually building it).
Wraitii
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com

Also the world's only three-dimensional poodle.

#29 FeXoR

FeXoR

  • Community Members
    PipPipPipPipPip

  • Centurio
    (673 posts)

Posted 18 April 2012 - 05:19 PM

View Postwraitii, on 18 April 2012 - 04:45 PM, said:

which comes back to my second point: being aware of the wall is harder than actually building it

You could do that with an abstract alignment saved in the AI. I did something similar to this in the rmgen wall_builder lib in getWallAlignment. In my case I needed it to determine the center (center of mass) of a given fortress to place it right. It simply does the same as a place function would do but instead of placing each wall element it puts everything needed for placement into a data structure and returns it. If you'd save such an alignment you could check if a part of the wall is missing and rebuild it correctly. Of cause the AI API have to support rotation for building placement...  

Edited by FeXoR, 19 April 2012 - 10:57 AM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#30 wraitii

wraitii

  • WFG Programming Team

  • Primus Pilus
    (1,045 posts)

Posted 19 April 2012 - 06:48 AM

That's supported already, qBot simply doesn't do it because it's not necessarily the most efficient way to place buildings, rotating them all over the map (I do that with Marilyn because I find it more aesthetically pleasing, and it looks more natural).

The problem with walls is actually two-folds: walls that pre-exist must be "discovered", I'm thinking of the Iberians now in scenarios... In that case, the AI must learn there are walls. And we need a way for the AI to rebuild destroyed walls/disband and rebuild larger if needed. It's certainly possible, it just requires some work. Then again, not more so than a proper attack system.
Wraitii
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com

Also the world's only three-dimensional poodle.

#31 FeXoR

FeXoR

  • Community Members
    PipPipPipPipPip

  • Centurio
    (673 posts)

Posted 19 April 2012 - 11:00 AM

View Postwraitii, on 19 April 2012 - 06:48 AM, said:

The problem with walls is actually two-folds: walls that pre-exist must be "discovered", I'm thinking of the Iberians now in scenarios... In that case, the AI must learn there are walls.
Doesn't the AI get all entities it owns at the start including all it's props (like position, placement angle etc.)?

Edited by FeXoR, 19 April 2012 - 11:01 AM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#32 quantumstate

quantumstate

  • WFG Programming Team

  • Primus Pilus
    (1,086 posts)

Posted 19 April 2012 - 11:12 AM

View PostFeXoR, on 19 April 2012 - 11:00 AM, said:

Doesn't the AI get all entities it owns at the start including all it's props (like position, placement angle etc.)?

Yes, the AI gets information about every entity in the game. I not sure that rotation is there currently but it could easily be added. What is more tricky is actually using this information sensibly.

Jonathan Waller [ aka quantumstate ]

Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com


Support Wildfire Games!


#33 plumo

plumo

  • 0 A.D. Art Team

  • Centurio
    (822 posts)

Posted 19 April 2012 - 12:09 PM

I like the drag-and-drop wall system but it makes me wonder: those 'towers' between the walls ought to have their attack removed. Maybe make them upgradeable (like in BFME 1 & 2)?

Also: I hope that walls will be expensive and will take a while to build, unlike in the age of series, where it was easier and faster to build a new wall than to repair your damaged walls...

When stone walls take a while to build, it will give palissades a lot more of importance, even in later phases of a game.
B. Guns [aka Plumo]
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com

#34 FeXoR

FeXoR

  • Community Members
    PipPipPipPipPip

  • Centurio
    (673 posts)

Posted 19 April 2012 - 12:56 PM

View Postplumo, on 19 April 2012 - 12:09 PM, said:

I like the drag-and-drop wall system but it makes me wonder: those 'towers' between the walls ought to have their attack removed. Maybe make them upgradeable (like in BFME 1 & 2)?

Also: I hope that walls will be expensive and will take a while to build, unlike in the age of series, where it was easier and faster to build a new wall than to repair your damaged walls...

When stone walls take a while to build, it will give palissades a lot more of importance, even in later phases of a game.
I don't think a wall without any attack has much of a worth in game. It might not be realistic but the costs of a wall should be low to match the actual advantage in game.

The time to build a structure and the time to repair a structure should indeed be the same I think. In fact it should depend on the materials needed to build an entity IMO so the build time would be something like (0.7*foodCost + 0.9*woodCost + 1.2*stoneCost + 1.5*mettalCost)/2 seconds. Same with the maximum hitpoints (structural points/life). It could be something like (1.3*foodCost + 0.7*woodCost + 1.5*stoneCost + 0.5*metalCost)/2. Same with the armor. It could be (0.1*foodCost + 0.5*woodCost + 0.9*stoneCost + 1.9*metalCost)/10 and distributed with another function as seen fit for this unit type. This would allow to balance things easily but I think I run into great opposition with that...

In this case palisades would indeed be build faster.

However, the advantage of walls in the age series didn't match the worth. I never build one because a fortress had a much better price/effect ratio and stone was the most limited resource (at least in AoE II - AoK/AoQ).

Edited by FeXoR, 19 April 2012 - 01:09 PM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#35 Wijitmaker

Wijitmaker

  • 0 A.D. Art Team

  • 0 A.D. Old Timer
    (9,457 posts)

Posted 19 April 2012 - 01:49 PM

Awesome work on the wall system guys :) It is great to see this in action! One thought I had for your consideration - for building walls on uneven terrain, I would recommend that your wall and turret models extend deep into the -Z axis, so that they are 'sub terrain'. Sort of like what is done with the docks and their piers. Just make sure that your wall turrets are tall enough to account for the build able terrain slope variation - and I think this new wall system would look pretty sharp on hills :)

View PostPureon, on 09 April 2012 - 09:10 PM, said:

Funny you should say that - AoE3's developers tried to make its AI build walls, but didn't make it work flawlessly so it was removed.
For AI, I think you guys should consider using FeXoR's RMG script logic. Have the AI reserve a wall location at it's starting position at the start of the game, and when the AI deems it time - start raising it's walls. Or for something more dynamic, maybe establish a wall that is inset from boundaries of the border/territories. To make it easier for AI to build walls, maybe it would be a good idea to allow them to break game rules by destroying gaia objects/resources in laying it's walls.
Jason Bishop [ aka Wijitmaker ]

Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com

Support Wildfire Games!!!

#36 nu111

nu111

  • Community Members
    Pip

  • Discens
    (14 posts)

Posted 19 April 2012 - 03:40 PM

I just want to say that I'm so exited... can't wait to have the wall system on 0AD... keep on the great work!

#37 Pureon

Pureon

  • 0 A.D. Art Team

  • Primus Pilus
    (3,242 posts)

Posted 19 April 2012 - 05:15 PM

View PostWijitmaker, on 19 April 2012 - 01:49 PM, said:

One thought I had for your consideration - for building walls on uneven terrain, I would recommend that your wall and turret models extend deep into the -Z axis, so that they are 'sub terrain'.
Yep, I've done that to all the walls. We should be ok even on steep terrain - although there's no need to build a wall on very steep terrain so there will be some build restrictions :)


Posted Image


The red line here is at ground level:

Posted Image
Pureon
0 A.D. Designer / Texturer / 3D Artist
Contact email:
pureon{@}wildfiregames.com

#38 Wijitmaker

Wijitmaker

  • 0 A.D. Art Team

  • 0 A.D. Old Timer
    (9,457 posts)

Posted 19 April 2012 - 05:37 PM

Awesome! Nice work Pureon (y)
Jason Bishop [ aka Wijitmaker ]

Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com

Support Wildfire Games!!!

#39 plumo

plumo

  • 0 A.D. Art Team

  • Centurio
    (822 posts)

Posted 19 April 2012 - 05:57 PM

Nice pureon.

Is it possible to make the walls like the chinese wall? I hope you get what I mean. Instead of pieces of wall that "dont fit", a smooth wall.
B. Guns [aka Plumo]
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com

#40 Mythos_Ruler

Mythos_Ruler

  • 0 A.D. Project Leader

  • Megas Philhellene
    (13,898 posts)

Posted 19 April 2012 - 06:01 PM

View Postplumo, on 19 April 2012 - 05:57 PM, said:

Nice pureon.

Is it possible to make the walls like the chinese wall? I hope you get what I mean. Instead of pieces of wall that "dont fit", a smooth wall.
There are various methods of doing that. We just haven't settled on one yet.
Michael D. Hafer [aka Mythos_Ruler]

Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!


0 A.D.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users