Author Topic: Vital Functions  (Read 3400 times)

Offline Zhall

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« on: August 22, 2010, 02:09:30 PM »
So im going to try to make a outpost 2 mod for Starcraft 2.

Starcraft 1 lacked functionality and warcraft 3 lacked the appropriate amount of models.

So... What are the vital resource/colony algorithims of outpost 2?

Here is what im thinking

Food ((Foodstored+Foodproduction)-Foodconsumption)
Power (Productions - Consumption)
Birth rate (morale/X) = time between marks for birth?
Death rate (morale/X)
Morale ((Functioning buildings+Foodtrend+Medicalcoverage+Residence) - Scientists as workers - Recent war))
Worker spawn (Universityfunctionily x morale = preset marks)
Unit build time (Time/Morale) (Dont know if starcraft 2 supports this)
Disaster spawn (SeedxSeed = Random X,Y)

Thats just about all i can think of... Im sure i missed this in the search somewhere.

Im thinking that if i have the same algorithims the game will play pretty similar.
« Last Edit: August 22, 2010, 02:10:01 PM by Zhall »
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Offline Sirbomber

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« Reply #1 on: August 22, 2010, 02:38:37 PM »
All the internal technical info about how OP2 does that stuff is around here, somewhere.
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Offline Hidiot

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« Reply #2 on: August 22, 2010, 03:35:41 PM »
morale.txt will shed a lot of light.
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Offline Zhall

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« Reply #3 on: August 22, 2010, 03:42:49 PM »
Quote
morale.txt will shed a lot of light.
And.. where is that? I looked in the outpost 2 folder.
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Offline Flashy

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« Reply #4 on: August 22, 2010, 04:49:50 PM »
Its in sheets.vol
You can get it by using a vol extractor, the op2 mapper has limited extraction abilities, too.
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Offline Zhall

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« Reply #5 on: August 22, 2010, 07:51:56 PM »
Ok i got the sheets reader off the downloads page and opens sheets.vol... Its massive!! I could get lost quick.

And.. still not finding morale.txt But at the top of the reader it has it among a list of others.

Also, why is there so many Begin_Tech Not available?
« Last Edit: August 22, 2010, 07:57:05 PM by Zhall »
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Offline Flashy

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« Reply #6 on: August 23, 2010, 06:48:20 AM »
In the Eden Campaign, for example, its not necessary to be able to research emp missiles or to build trade centers, so its not available.
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Offline Hidiot

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« Reply #7 on: August 23, 2010, 06:58:15 AM »
Using the search function could have yielded this...
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Offline Angellus Mortis

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« Reply #8 on: August 23, 2010, 07:46:45 AM »
Quote
So im going to try to make a outpost 2 mod for Starcraft 2.
 
Tell me when you get that done. I think it will be interesting.

Offline Zhall

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« Reply #9 on: August 23, 2010, 02:59:23 PM »
Ok Sirbomber gave me some links to morale and population studies done by Hooman. Those are quite interesting..

Another question.
Is it possible to extract the music from outpost 2 using the vol extractor or something?

I know the artwork is possible via art viewer, and i got the voices and sounds via the vol extractor and i tried getting the music once, but its some kind of midi compiling system that was meant to save space back in the days of CDs.

Ive just simply recorded it before, thats not a problem. I already have small loops that save space and sound ok..
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Offline TH300

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« Reply #10 on: August 23, 2010, 04:39:53 PM »
You can find the music on our download pages.

Also, Outpost2 doesn't store it in a compressed format. All music is in op2.clm, which uses some standard wave format without headers afair. I don't recall, how to extract it, but you have the mp3s.

Offline trentonx

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« Reply #11 on: August 24, 2010, 02:43:55 PM »
hey mate I just posted a thread about this same thing!

http://forum.outpost2.net/index.php?act=ST&f=67&t=5073

It's got a lot of info of those not familiar to the SC2 editor, also a request for the models made a while back.

Have you started a thread on SC2 mapster? I was about to.

edit:

"Starcraft 1 lacked functionality and warcraft 3 lacked the appropriate amount of models."

models? MODELS! by gorge we be making our own models mate!
check out my post someone already did half the work for us we just need to track down those files!

I've allread gotten models in, it's not to hard.


Also I think we should start by writing up a design document that can be expanded on. While knowing 100% how morale works and such, we could always make our own system that is just as unclear and confusing :P

just make sure we base it off research.

Now I was thinking the Basic 1st build we should work towards should just be the basic buildings. and I mean basic basic.

As in get mining down wth just one ore type, get the tube connection system down, the placement graphic so it shows where it needs to be to connect, and the kit system down, where in you have to build a building kit, then make it so the svc can pick it up, and then can go build a building. Also making a unit that builds connectors.

Once we've got that down we can start worring about having combat units and disasters? Those don't seem as hard but I might be underestimating it.

Would you like me to start ripping all of the icon and stuff form the game and getting them all into a package?



 
« Last Edit: August 24, 2010, 02:52:05 PM by trentonx »

Offline evecolonycamander

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« Reply #12 on: August 24, 2010, 10:20:27 PM »
Wait... is this suposed to be a op2 look/feal alike. or some new op2 based mod for another game.



sorry i am useing IE. that means NO SPELLCHECK
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Offline Kayedon

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« Reply #13 on: August 25, 2010, 11:56:56 AM »
Quote
Wait... is this suposed to be a op2 look/feal alike. or some new op2 based mod for another game.



sorry i am useing IE. that means NO SPELLCHECK
...Read.

It's a sort-of remake of Outpost 2 using the StarCraft 2 engine/map designer. Or something like that.

Yet again, you needlessly inform us of what browser and give a poor reason for shoddy spelling. And in colour, none of the less. -5 points, write it on the blackboard!
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