Jump to content


Photo

Geoscape Feature


  • Please log in to reply
16 replies to this topic

#1 Beatkiller

Beatkiller

    Sergeant

  • Forum Members
  • PipPipPip
  • 15 posts

Posted 16 December 2005 - 01:50 PM

In the original game a light source is moving arround the world to simulate day and night.

My suggestion is to make it more real and rotate earth with a light source from right rear. I coded some small code and now there has to be the light inserted. I will test some settings and will post my code here.

My question is: The original design with the command panel on the right side of the screen was very user-friendly, so it would be nice to set the ufo2k-geoscape-panel on this position to. Or is there a design allready discussed?

It would be nice too, to use the buttons from the mainmenu. But the function is static and should be moved to a seperate file and not static.

Nice discussion...

Mike
Well, Member No.: 8,204 lives ;)

#2 Beatkiller

Beatkiller

    Sergeant

  • Forum Members
  • PipPipPip
  • 15 posts

Posted 18 December 2005 - 01:17 PM

OK, nobody wants to tell something... :(

But if you interessted, please try my attached patch. It animates the globe and draws a primitive menu. I also add some cool features like pause and different speeds of the globe.

If nobody already has converted the xm's and s3m's of the newmusic section into ogg, I have done and post all songs here, if needed.

Have fun, anyone?

Programming ufo2k makes fun.

Attached Files


Well, Member No.: 8,204 lives ;)

#3 Kratos

Kratos

    UFO2000 Staff

  • Moderators
  • PipPipPipPipPip
  • 4,113 posts

Posted 18 December 2005 - 03:22 PM

Welcome! :)

Please submit patches in the bugtracker.

btw, we are interested, just that Serge probably didn't see this thread. He has the scoop of what needs/could be done to the geoscape. We are in dire need of a geoscape programmer. Our ideas of the geoscape are very primitive atm. Feel free to add anything that you believe could be useful. :)

Edited by Kratos, 18 December 2005 - 03:30 PM.


#4 Angry Lawyer

Angry Lawyer

    Sergeant

  • Forum Members
  • PipPipPip
  • 53 posts

Posted 18 December 2005 - 03:48 PM

=b
Legendary. I can't wait to see it in action.

-Angry Lawyer

#5 Beatkiller

Beatkiller

    Sergeant

  • Forum Members
  • PipPipPip
  • 15 posts

Posted 18 December 2005 - 05:02 PM

Welcome! :)

Please submit patches in the bugtracker.


Ok, this was new to me. Of course I will submit to it.

btw, we are interested, just that Serge probably didn't see this thread. He has the scoop of what needs/could be done to the geoscape. We are in dire need of a geoscape programmer. Our ideas of the geoscape are very primitive atm. Feel free to add anything that you believe could be useful. :)


Yeah, I will do my best to support you, because its a very nice game. And one day, when it will be complete, it will break the abandon charts :D

Next view: Buttons to change speed are implemented, but not working at all. I will do this next. A screenshot of my work is attached, for all, which are not so heavy to compile from svn. ;)

Attached Thumbnails

  • screenshot.jpg

Edited by Beatkiller, 18 December 2005 - 05:51 PM.

Well, Member No.: 8,204 lives ;)

#6 Beatkiller

Beatkiller

    Sergeant

  • Forum Members
  • PipPipPip
  • 15 posts

Posted 19 December 2005 - 04:51 PM

If no code is shared, and the geoscape texture is changed, we're in the all clear, I take it?  Well, at least with Xenocide.


Well, but its hard to find a "clear" texture of the world map without copyright restrictions.

May we find something on university webservers like here:

http://www.aic.cuhk....b8/diagrams.htm or
http://faculty.smu.e...ld-map-quiz.jpg

This one could be perfect:
http://inter.scoutnet.org/worldmap.gif
Well, Member No.: 8,204 lives ;)

#7 Jezulkim

Jezulkim

    Captain

  • Forum Members
  • PipPipPipPip
  • 194 posts

Posted 25 December 2005 - 06:00 AM

Someone said clear world map?

I have included four pictures in this post (they look same but are not)

world4 - Without water

world5 - Completed world map

world5pix - Same as above but pixelized

Attached Thumbnails

  • world4.png
  • world5.png
  • world5pix.png

That's my team in my avatar!

#8 Jezulkim

Jezulkim

    Captain

  • Forum Members
  • PipPipPipPip
  • 194 posts

Posted 26 December 2005 - 02:01 PM

Maybe a different colour and textured water. Now it looks quite cool if you ask me...

Attached Thumbnails

  • globe_one.png
  • geoscape_texture.jpg

That's my team in my avatar!

#9 Beatkiller

Beatkiller

    Sergeant

  • Forum Members
  • PipPipPip
  • 15 posts

Posted 27 December 2005 - 02:44 AM

Wow!!! Great work, the best is just good enough! :-)
Well, Member No.: 8,204 lives ;)

#10 Judeau

Judeau

    Sergeant

  • Forum Members
  • PipPipPip
  • 36 posts

Posted 27 December 2005 - 06:16 AM

the desert areas bother me,they look like they were made with a 16 color palette
maybe modify it and add a texture on the desert
Posted Image

#11 Llyr

Llyr

    Sergeant

  • Forum Members
  • PipPipPip
  • 83 posts

Posted 27 December 2005 - 07:04 AM

the desert areas bother me,they look like they were made with a 16 color palette
maybe modify it and add a texture on the desert

<{POST_SNAPBACK}>


if you take a look at the base picture you will notice it's 256 colors only... so definitly the whole pic looks like beeing made with a color palette, but since the deserts are more brightly colored and more contrastful than the rest, the effects of the low color palette are best visible there.

#12 Gurluas2000

Gurluas2000

    Captain

  • Forum Members
  • PipPipPipPip
  • 151 posts

Posted 29 December 2005 - 01:39 AM

we need a sea bottom texture too...like the tftd geoscape

#13 Sporb

Sporb

    UFO2000 Staff

  • Moderators
  • PipPipPipPip
  • 739 posts

Posted 29 December 2005 - 02:15 AM

a button to switch between deep sea and land and both would be a fine addition. that way you can see the whole view, a view with only underwater landmarks and a view with only land .... land marks?

for land only, all watre would be coloured flat ugly blue with no detail. for sea only, all land would be coloured flat ugly green with no detail. the full layover would include both.

Alternatively, a different icon set could be used for sea borne and land borne stuff. IE a triton/sub would be coloured cyan instead of the usual yellow. etc

Edited by Sporb, 29 December 2005 - 02:18 AM.


#14 WormSlayer

WormSlayer

    Squaddie

  • Forum Members
  • PipPip
  • 2 posts

Posted 08 February 2007 - 09:29 PM

My own humble submission for a TFTD compatible geoscape texture.

geoscape_texture.jpg

Edited by WormSlayer, 08 February 2007 - 09:41 PM.


#15 Patrick1994

Patrick1994

    Sergeant

  • Forum Members
  • PipPipPip
  • 62 posts

Posted 14 February 2007 - 08:38 AM

nice that is the 1 they are using now!

well for xenocide

Edited by Patrick1994, 14 February 2007 - 08:38 AM.

Halo Will Live On In All Of Us
Posted Image
FINISH THE FIGHT 2007
-November 2007-

#16 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 14 February 2007 - 05:21 PM

nice that is the 1 they are using now!

well for xenocide

Actually, it's not the one I'm using at the moment, but I'd love to use it if I can get Wormslayer's permission. (That should solve copyright issues with the image I currently have.)
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#17 Deviousity

Deviousity

    Squaddie

  • Forum Members
  • PipPip
  • 2 posts

Posted 28 April 2008 - 11:45 PM

If I recall correctly, the reason the light source revolved around the world rather than rotating the world was so you could watch the action at a specific location, from the point of view of a geosynchronous satellite. For this reason I am opposed to the rotating world view as it would make action hard to follow. Perhaps, as a compromise, both views could be included with a toggle button to switch between the two, and also provisions to sync your view with enemy craft you are tracking to keep them centered while you chase them down with interceptors. Ideally you would be able to lock your view onto any craft you are able to detect or any known base. That would be an improvement over the original.

-Deviousity