Author Topic: Developer Blog 15 - Billy Yank  (Read 39712 times)

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Offline Mr. Kochi

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Re: Developer Blog 15 - Billy Yank
« Reply #90 on: April 21, 2013, 04:58:38 am »
Exactly. Reuse as much as possible. Every new objects steals both disk and memory space, and we need that space.

I agree on saving disk and memory space, for that is quite important, but don't you think this reusing of models should be more flexible?

By that I mean, of course, reuse as many models as you want, but please, allow us modders to change that via easy code. For instance, the code that sets every unit uniform's models could be like this:

Code
unit_union_69_irish union_coat1 union_kepi1 union_pants1 69_equipment
unit_union_54_ massachusetts union_coat1 union_kepi1 union_pants1 54_equipment
etc etc

That way, if I want to change the models in the 54th, all I would have to do is change the piece of code that relates to the model.

Code
unit_union_69_irish union_coat1 union_kepi1 union_pants1 69_equipment
unit_union_54_massachusetts custom_coat1 union_kepi1 union_pants1 custom_equipment

You can simply stick all models into different categories, not really forming any units, then via that simple code put everything together.



To be honest, I hope you can actually do that. And by that I mean "I hope you can make the engine work with that code".

Offline Olafson

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Re: Developer Blog 15 - Billy Yank
« Reply #91 on: April 21, 2013, 10:26:11 am »
The actual code is more or less that easy. Please take a look at the Napoleonic Wars module system. I do not understand what you are complaining about. We will never screw the games performance just to allow easy modding. Sorry.

Offline BloodBeag

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Re: Developer Blog 15 - Billy Yank
« Reply #92 on: April 21, 2013, 11:31:00 am »
you need a trouser press boy!
Fur der kroooown!

Offline Mr. Kochi

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Re: Developer Blog 15 - Billy Yank
« Reply #93 on: April 21, 2013, 06:33:05 pm »
The actual code is more or less that easy. Please take a look at the Napoleonic Wars module system. I do not understand what you are complaining about. We will never screw the games performance just to allow easy modding. Sorry.

Technically what I was thinking was a way that allows us modders to change models of units via code (be it replace a model for another existing one, or a new custom one), and still allow us to play multiplayer without getting kicked off servers for having code changes.

Offline Olafson

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Re: Developer Blog 15 - Billy Yank
« Reply #94 on: April 21, 2013, 07:43:17 pm »
That, is impossible.

Offline Jelly

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Re: Developer Blog 15 - Billy Yank
« Reply #95 on: April 21, 2013, 09:26:03 pm »
Impossibru!

Offline DirtyMorth

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Re: Developer Blog 15 - Billy Yank
« Reply #96 on: April 22, 2013, 01:55:48 pm »
Just a suggestion, maybe you can asign the textures in the code. (I am not familliar with Unity though).
Something like:

playerID: ***
model: NA_infantry1
texture: NA_infantry1 ( easily changeable to, for instance custom_skin5 )
etc.

And then have a folder in the files somewhere for custom skins. You could even go as far as to, make a custom editor to edit these skins, and assign them ingame. Maybe even have server optionsfor the host to upload his skins to the server population so that everyone is seeing the same skin the server-host wants you to see. I understand this puts a strain on the performance (and adds the moderation of skins.), then again this could all be done pre-battle. I think it would be highly appreciated by the modding-loving community, especially in conjunction with the regiments. I think Warthunder does something similair with their custom editable aircraft skins.
Food for thought :)

PS: with editor I mean something similar to World Of Warcraft's Guild Tabard editor.
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Offline TheSamuraiOfNapoleon

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Re: Developer Blog 15 - Billy Yank
« Reply #97 on: April 22, 2013, 02:46:25 pm »
Time to buy a new computer :/

Offline Onii

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Re: Developer Blog 15 - Billy Yank
« Reply #98 on: April 22, 2013, 02:54:50 pm »
No worries, they've already said I'll be able to run on lower-end PC ^^

Offline Hugonaut

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Re: Developer Blog 15 - Billy Yank
« Reply #99 on: April 23, 2013, 11:48:09 pm »
Awesome. I can't wait to see 500 guys looking like that fighting to the bloody death.

Offline munky-wunky

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Re: Developer Blog 15 - Billy Yank
« Reply #100 on: April 24, 2013, 03:39:12 pm »
so heres my long  :D 

Olafso im impressed just impresed. long story short im a civil war reenactor and i know the union uniform well , and see how much work you have put into the model. Also im so happy that you used a forge cap and not those silly Kepi hats. Also the tin cup on knapsack was a great athentic touch but i would sugestet that you put the tin cup on the haversack. (thats were i put mine on  :D). But im impressed you did a great job.

We will have different positions for the cup. :)

awsome
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Offline Krotan

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Re: Developer Blog 15 - Billy Yank
« Reply #101 on: April 24, 2013, 07:09:19 pm »
Awesome. I can't wait to see 500 guys looking like that fighting to the bloody death.
I couldn't agree more.

Offline Dekkers

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Re: Developer Blog 15 - Billy Yank
« Reply #102 on: April 24, 2013, 07:27:10 pm »
Awesome. I can't wait to see 500 guys looking like that fighting to the bloody death.
I couldn't agree more.

That is in case the servers fill up, EU1 bairly gets 100 last days
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Offline Hugh MacKay

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Re: Developer Blog 15 - Billy Yank
« Reply #103 on: April 24, 2013, 08:32:05 pm »
But at the release of NW EU1 could easily get filled and forced other servers to fill up too. Happend at a few sales too.
Imagine it will be the same for BCoF.

And I really don't think any public servers will actually allow 500 players. An amount of players that big is way more suited for competetive playing in regiments instead of every man for himself.
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Offline Caranor

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Re: Developer Blog 15 - Billy Yank
« Reply #104 on: April 25, 2013, 10:07:13 pm »
Awesome, great job guys!!