As you see, this map is uglier though and the lava does not look as nice because the heightmap is a bit jagged. closeenough.jpg
Lava Tide Rhym:
5 minutes no lava lava floods low level, goes down 5 minutes no lava lava floods low level, goes down 5 minutes no lava lava floods low level, stays at that level for 1 minute lava floods medium level (the triangles + center hill are not flooded)
NOW HOSTING BA GAME test games over, thanks for playing. scroll further down for replays.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Tested it, lava did not come. Repeated messages in the console 300 secs away - then 10 secs, than nothing. Lets imagine the floor is lava, is no fun, if the floor is not lava.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
PicassoCT wrote:
Tested it, lava did not come. Repeated messages in the console 300 secs away - then 10 secs, than nothing. Lets imagine the floor is lava, is no fun, if the floor is not lava.
infolog or didnt happen.
AF wrote:
Needs some kind of vent with smoulderiness to act as a source for the lava to prevent random lava coming from nowhere syndrome
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
thats strange. first lava tide comes at 5min. can you see the lava below the map? (its always hiding there when its low) does stuff die if you put it in lower ground and wait until tide?
[16:44:48] <dno221> [f=0000000] This stack trace indicates a problem with your graphic card driver. Please try upgrading or downgrading it. Specifically recommended is the latest driver, and one that is as old as your graphic card. Make sure to use a driver removal utility, before installing other drivers. [16:44:49] <dno221> [f=0000000] (0) C:\WINDOWS\system32\atioglxx.dll [0x00ABE732]
someone with ati please report if it works for him? had games with ~8 players and only he+PicassoCT had problems so far
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
test games over, thanks for playing everybody :) no game was really on a "high level", always somebody had to fall asleep in lava here are two random replays that were quite fun: http://replays.adune.nl/?3069 http://replays.adune.nl/?3068 if someone plays a good game on this, please upload.
function gadget:GetInfo() return { name = "lava test", desc = "lava that rise", author = "knorke + some edit by zwzsg", date = "Feb 2011, 2011", license = "weeeeeee iam on horse", layer = 0, enabled = true } end
-- Damage units in lava if frame%10==9 then for i,u in pairs(Spring.GetAllUnits()) do x,y,z = Spring.GetUnitPosition(u) if (y and y < LavaLevel+10) then Spring.AddUnitDamage (u, 25) Spring.SpawnCEG("BURN", x, y, z, 0,1,0) end end end
-- Random FX in lava local x,z=math.random(0,Game.mapSizeX),math.random(0,Game.mapSizeZ) if Spring.GetGroundHeight(x,z)< LavaLevel then Spring.SpawnCEG("BURN", x, LavaLevel, z, 0,1,0) end
-- Pass to unsynced _G.LavaLevel = LavaLevel
end
else --- UNSYNCED:
local DrawWorldTimer = nil
function DrawQuadVertices(x1,z1,x2,z2,y,TextureSize) -- Where y the the lava plane position -- Where TextureSize is the size of texture pattern, in elmos
gl.TexCoord(0,(z2-z1)/TextureSize) gl.Vertex(x1,y,z2) end
function DrawLavaSquare(LavaLevel) DrawWorldTimer=DrawWorldTimer or Spring.GetTimer() local cm1=(math.abs(((Spring.DiffTimers(Spring.GetTimer(),DrawWorldTimer)/0.78)%2)-1)^2)*0.5 local cm2=(math.abs(((Spring.DiffTimers(Spring.GetTimer(),DrawWorldTimer)/1.13)%2)-1)^2)*0.5 local cm3=math.abs(((Spring.DiffTimers(Spring.GetTimer(),DrawWorldTimer)/2.87)%2)-1) gl.PushAttrib(GL.ALL_ATTRIB_BITS) gl.DepthTest(true) gl.DepthMask(true) gl.Texture(":a:LuaRules/Gadgets/lava.png")-- Texture file gl.Color(1-cm1,1-cm1-cm2,0.5,1) gl.BeginEnd(GL.QUADS,DrawQuadVertices,0,0,Game.mapSizeX,Game.mapSizeZ,LavaLevel,64) gl.Texture(false) gl.DepthMask(false) gl.DepthTest(false) gl.Color(1,1,1,1) gl.PopAttrib() end
function gadget:DrawWorld() if (SYNCED.LavaLevel) then DrawLavaSquare(SYNCED.LavaLevel) end end
Epic idea, can you make a map with more height levels, so you would have to move up and up all the time to survive... i think that would be fun if the mod was fixed for it somehow
I think it can be done: put least metal in middle, and most in edges, kinda like inverted speedballs. so you want to be near-death-state at all times to get extra metal. but you have to move up constantly to avoid death as well... the map should be really big though.
after having just watched a game; i feel like it would be really nice to have beheriths lava spew as a warning that the lava level is about to rise
if i made a map with this gadget in mind (its so hilarious and creative) could you help me a bit to get it all going? im thinking sewer sludge rather than lava
If you can make it steam at the edges of the lava then that should get rid of the fugly edges.
Right now there's nothing stopping noobs playing a 4v4 with choose start post then 5 minutes in everybody gets killed by rising lava having built their base on the lower ground, I assume that there's console messages warning?
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