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 Post subject: Graphical improvements
PostPosted: 18 Apr 2010, 20:12 
Spring Developer
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Joined: 22 Sep 2007, 08:51
I have just spectated a game of S44 rev 2619.

I saw the following graphical glitches:
  • MGs on hills, shooting at infantry on a lower level appeared to shoot way over the heads of the enemies (shots stayed at same height). i got told that this is only the tracers (visuals), most likely.
  • tanks bumping into each other/infantry/other stuff. Godde told me, that this is needed for them not getting stuck all the time. visually it makes them appear more like toys then heavy stuff.
  • (US) riffle infantries: sometimes, their riffles pointed to their home base, while they shot at the enemy (tracers went the correct way). so shots were more then 90 degrees off the way they should be headed according to the riffle.

all this is probably not very important, as usually only spectators will see these things.


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PostPosted: 18 Apr 2010, 20:59 
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It is only the tracers, caused because of some problem with emitted weapons.

We should add pushresistant=1; to all vehicles, keep forgetting to try that. Also some hitspheres are too small.

All riflemen should be running the same script. Inf scripts can be quite buggy at times, possibly scripts will be rewritten in lua once the 'Market Garden' release has been made.


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PostPosted: 18 Apr 2010, 21:48 
Spring Developer
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Joined: 22 Sep 2007, 08:51
sounds good :-)

yeah infantry ..
a lot of them (or maybe all, as you say they are equal) seem to dance at times. they like to swing their guns. i first though it is cause they are reloading, but eg AT infantry and snipers swing their gun multiple times in-between shots.


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PostPosted: 18 Apr 2010, 23:11 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
Wait! Is there a different between hit sphere and collision sphere? O_o


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PostPosted: 20 Apr 2010, 18:34 
BT: Legacy & Spring 1944 Developer

Joined: 21 Sep 2004, 07:25
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hoijui wrote:
but eg AT infantry and snipers swing their gun multiple times in-between shots.


this is because cob and/or Spring suck the fuckballs and attempting to do anything other than the most basic of mechanical robot movements results in some extremely buggy shit.


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PostPosted: 20 Apr 2010, 19:47 
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44
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Or, more likely, I just coded them badly >_> <_<


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PostPosted: 20 Apr 2010, 19:50 
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Joined: 10 Apr 2006, 04:05
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Nemo wrote:
Or, more likely, I just coded them badly >_> <_<


Well, coding animations right can be prohibitively time intensive, which is probably more to what Spiked meant.


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PostPosted: 20 Apr 2010, 22:06 
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Its not merely the animations but managing the states and transitions which is the real problem with current S44 scripts, I would expect.


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PostPosted: 20 Apr 2010, 23:20 
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44
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Yeah, that is surely the bigger problem. the animations themselves are generally okay (and mostly just consist of different poses).


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