yeah.... and what next, one another lua file... then one another... and so on.
NO, it would involve adding a few lines of code to said one file until all of the behavior required to make a TA game with the spring engine has been moved out of the engine proper and into a single lua file and we can finally get the open source community to like us.
I don't know, I'm happy with leaving the engine in the hands of those who are capable. If we want Spring to get better, it'll have to change. Just the way things work.
zwzsg, i have it ready to put into spring source, put i do not get the snap-to-grid thing. i mean... i can imagine what id does, but what is it good for? could it be negative for any mod?
edit: .. is it that in-game, you can only place buildings into this grid too?
For mods that start with mobile units, it doesn't really matter since the unit can move.
A naive concern would be that displacing units could make them spawn in a cliff or acid if they were already very close to it. However, a proper examination dispels this argument: if you stay within the same 16x16 cell, you are in the same passability "tile" gameplaywise.
For mods that start with immobile units (Gundam, EvoRTS, KP, ...), it makes them align to the building grid that all the regularly built structures are forced into. This helps with two things: - Decals alignement. For start pos that are not roundish, decal gets slightly misaligned. It's a hard to notice small detail, but would still looks a bit sloppy. - Lining up with regulary built structure around the start structure.
hoijui wrote:
edit: .. is it that in-game, you can only place buildings into this grid too?
Users browsing this forum: No registered users and 0 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum