Post by poosticks on Dec 7, 2011 12:54:56 GMT -5
Some time ago on the TA Universe forums I discovered that the widely used McnTerra-NS.ufo custom AI patch, which was originally supplied with a 3rd party map 'Beta Tropics (Coasts)', also contained a corrected (True) line-of-sight (LoS) table. The original Cavedog LoS table had remained unchanged since v1.1. The original LoS file is broken and imposes a maximum sight limit of 288px for units with sight limits above this value.
I wondered at the time if, unlike the use of modified units by one player (which become 'greyed-out' and unusable to all in a multi-player game), a corrected LoS table were used by one player and not the other, that it might still work.
Like many of us there's not much time for TA these days, but I've finally got round to testing it and unfortunately it turns out to be true. Figures 1 & 2 show the blue player using the LoS patch and the red player having the default LoS table.
Figure 1: Blue with LoS fix. Aircraft separated to blue's max LoS.
Figure 2: Red with broken LoS. Aircraft separated to blue's max LoS.
So it was here that the story was to end with the recommendation that all players now adopt the McnTerra-NS.ufo patch as the unofficial LoS fix. It is quite widely used already But after 10 years of studying this game I still like to tinker, and I have made another discovery that kind of upsets things further or simplifies them greatly depending on your point of view...
I have been slowly checking and updating the whole site and have reached my TA commands list (which I will update soon) and noticed that the not commonly used command +lostype (which toggles between True and Circular LoS modes) was not actually a 'cheats enabled' command as I had previously assumed. In using this command one can immediately see that the TA engine uses the LoS tables for True LoS terrain variation calculations and when using circular LoS it simply uses the unit's SightDistance value.
Figure 3: Red with Circular LoS toggled via +lostype. cf. Figure 2.
This then gives players two options for fixing the True LoS problem:
I still have to recommend the McnTerra-NS.ufo LoS patch. It allows for True LoS effects which was one of the fundamental advancements that TA bought to RTS gaming. As discussed in the TA Universe forum thread it could make some useless units somewhat useful; the Core Leviathan which has a massive SightDistance of 490px could be of use in spotting fibbers on the minimap. Of course in using +lostype and switching to Circular LoS you actually create an advantage over the McnTerra-NS.ufo LoS patched player who is using True LoS.
Anyway, over to you. [Cross posted in the usual places.]
Cheers, poosticks
I wondered at the time if, unlike the use of modified units by one player (which become 'greyed-out' and unusable to all in a multi-player game), a corrected LoS table were used by one player and not the other, that it might still work.
Like many of us there's not much time for TA these days, but I've finally got round to testing it and unfortunately it turns out to be true. Figures 1 & 2 show the blue player using the LoS patch and the red player having the default LoS table.
Figure 1: Blue with LoS fix. Aircraft separated to blue's max LoS.
Figure 2: Red with broken LoS. Aircraft separated to blue's max LoS.
So it was here that the story was to end with the recommendation that all players now adopt the McnTerra-NS.ufo patch as the unofficial LoS fix. It is quite widely used already But after 10 years of studying this game I still like to tinker, and I have made another discovery that kind of upsets things further or simplifies them greatly depending on your point of view...
I have been slowly checking and updating the whole site and have reached my TA commands list (which I will update soon) and noticed that the not commonly used command +lostype (which toggles between True and Circular LoS modes) was not actually a 'cheats enabled' command as I had previously assumed. In using this command one can immediately see that the TA engine uses the LoS tables for True LoS terrain variation calculations and when using circular LoS it simply uses the unit's SightDistance value.
Figure 3: Red with Circular LoS toggled via +lostype. cf. Figure 2.
This then gives players two options for fixing the True LoS problem:
- Use the McnTerra-NS.ufo LoS patch and still use True LoS effects
- Use +lostype to negate possible disadvantage where you don't use McnTerra-NS.ufo
I still have to recommend the McnTerra-NS.ufo LoS patch. It allows for True LoS effects which was one of the fundamental advancements that TA bought to RTS gaming. As discussed in the TA Universe forum thread it could make some useless units somewhat useful; the Core Leviathan which has a massive SightDistance of 490px could be of use in spotting fibbers on the minimap. Of course in using +lostype and switching to Circular LoS you actually create an advantage over the McnTerra-NS.ufo LoS patched player who is using True LoS.
Anyway, over to you. [Cross posted in the usual places.]
Cheers, poosticks