For the last time, it's "Hooville". With 2 l's. Not some evil, vile, despicable thing.
Maybe you should have named it "HooLand" or something
Hmm, is it perhaps time to work on a new SDK update/version?
That would be a good idea, since I don't think the Hooville kit is quite adequate enough in its current state (no offense given Hooman
) for some maps people are doing, so they're having to modify it (Joe did a lot of changes to it, and some source files with those changes merged in and made "official" would be really nice).
Some "hacks" I have seen being made to Hooville are:
- Cargo of Structure Factories, you have to do a nasty hack to create the SF manually and make sure it ends up in the right base.
- GP's, those have to be put in the vehicle arrays to give them a weapon.
- Beacons and structures that aren't relative to a player position (have to create an extra array that contains absolute coordinates).
- Lava animation controls. Not really a hack but functionality that would be nice to have.
- Disaster controls. Disasters are one of the most untouched, yet vital areas of OP2 mission design. A system that can automatically spawn various disasters in the mission and control them would make it easy on the person writing the mission.
Drop-in code would be nice. Also, a system to make trigger creation easier would be great for newbies to C++. (We have to explain that a lot). Or maybe just more "template" triggers, like functions that autocreate things like RR, SR, or Midas triggers.
Also, perhaps we make different kits for different mission types (we have Hooville for a basic LoS mission, but having ones for colony games would be nice). For example colony game missions could have extra AI functions, etc in them.
Also: We need to figure out why maps that are using Hooville are crashing (and not all of them are crashing, but a lot are)