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by DmitryProfessional
02 Dec 2019, 19:35
Forum: Game Development
Topic: Units descend TOO fast
Replies: 11
Views: 2064

Re: Units descend TOO fast

nop, just tested it. same in ZK.
by DmitryProfessional
01 Dec 2019, 20:05
Forum: Lua Scripts
Topic: Improved field of fire display
Replies: 2
Views: 1320

Re: Improved field of fire display

You can span circles from afar to up close and apply GetUnitWeaponHaveFreeLineOfFire to the points, finding those which are not obstructed. This will give u a mesh to draw.
And it will be moderately expensive.
by DmitryProfessional
21 Nov 2019, 22:53
Forum: General Discussion
Topic: FOSDEM 2020 - Game Dev Room
Replies: 25
Views: 4496

Re: FOSDEM 2020 - Game Dev Room

Hello Forboding Angel, Thanks for replying. The answer is both according to this log : [09:09:00] <Akien> [...] sure, insights from the development of Evolution RTS would be awesome. As mentioned in the announce, we are interested both in talks about engines/tools and about games. I highly suggest ...
by DmitryProfessional
20 Nov 2019, 21:26
Forum: Game Development
Topic: Units descend TOO fast
Replies: 11
Views: 2064

Re: Units descend TOO fast

It's intended behaviour, isn't it?
https://github.com/spring/spring/blob/2 ... th.cpp#L46
Would probably best to incorporate some formula. Hard to say which w/o testing though.
So it's time for Mantis I think. :mrgreen:
by DmitryProfessional
17 Nov 2019, 19:06
Forum: Game Development
Topic: Units descend TOO fast
Replies: 11
Views: 2064

Re: Units descend TOO fast

Like this: { name = "smallbot", crushstrength = 5, footprintx = 2, footprintz = 2, maxslope = 38, slopemod = 8, maxwaterdepth = 22, depthModParams = { minHeight = 4, linearCoeff = 0.03, maxValue = 0.7, }, }, ... for i = 1,#MoveDefs do local moveDef = MoveDefs[i]; moveDef.allowRawMovement = true move...
by DmitryProfessional
15 Nov 2019, 03:17
Forum: Game Development
Topic: Units descend TOO fast
Replies: 11
Views: 2064

Re: Units descend TOO fast

Confirm,
there is allowDirectionalPathing modrule, not mentioned on wiki. Setting =false make it descend w/ same speed as ascend.
This is not what I need though S:
More realistic is when starting from certain slope it work for descending but slow only, let's say, 50% of it would if ascend.
by DmitryProfessional
13 Nov 2019, 22:29
Forum: Game Development
Topic: Units descend TOO fast
Replies: 11
Views: 2064

Re: Units descend TOO fast

unitgravity is disabled
afaik Slopemod only works on Ascending, not vice versa
by DmitryProfessional
13 Nov 2019, 19:11
Forum: Game Development
Topic: Units descend TOO fast
Replies: 11
Views: 2064

Units descend TOO fast

Here, take a look:
--YouTube--
Units move like they drop from the hill. Instead, I need them to move carefully, almost with the same speed as they climb, a bit faster though.
Should be something done on engine side or is it somehow controllable?
by DmitryProfessional
11 Nov 2019, 21:20
Forum: General Discussion
Topic: Total Continuity
Replies: 21
Views: 5432

Re: Total Continuity

Another one: --YouTube-- Lightning Bot here. Most of the work was on effect. Will be better, it's just simple blending here.. (Must make a better shader to look it less flashy, Especially on Snow maps) Model was more-or-less fit in theory but I don't think it actully works xd (Nvm the bugs, fix soon...
by DmitryProfessional
01 Nov 2019, 10:58
Forum: General Discussion
Topic: Total Continuity
Replies: 21
Views: 5432

Re: Total Continuity

Hello!
Short video of current progress here:
Click
: )
by DmitryProfessional
29 Oct 2019, 21:32
Forum: Lua Scripts
Topic: help about a gate
Replies: 12
Views: 3185

Re: help about a gate

How do u call Open/CloseYard? Should be from Activate/Deactivate callin.
by DmitryProfessional
26 Oct 2019, 10:31
Forum: Lua Scripts
Topic: help about a gate
Replies: 12
Views: 3185

Re: help about a gate

What's the size of a unit? If the yard is "oo oo cc cc cc cc cc cc oo oo", it's either 1x20 or, most likely: oooo cccc cccc cccc oooo Which orientation doesn't make much sense. If it's a North gate, it should open/close to north, correct? Use [[ ]] for things like yard instead of "", e.g. [[o c c c ...
by DmitryProfessional
29 Jul 2019, 08:36
Forum: General Discussion
Topic: Total Continuity
Replies: 21
Views: 5432

Re: Total Continuity

I agree, difference might be not big, cob or lua. I shall run tests on it. In follow up to that; Where did you receive the implication that it was? Presumably, because it is compiled and designed to work on much slower PCs. And there is statement on Wiki, Unless you already have lots of complex unit...
by DmitryProfessional
23 Jul 2019, 09:52
Forum: General Discussion
Topic: Total Continuity
Replies: 21
Views: 5432

Re: Total Continuity

Models being used are about 1500-1700 faces. They are made by Mr Bob, Beherith, FireStorm, Cremuss and Kaiser, all included in BA:R distribution. I will make new models when I finish basic stuff, at least some of them myself to establish style (there shall be 2 playable races), polycount will be abo...
by DmitryProfessional
22 Jul 2019, 09:10
Forum: General Discussion
Topic: Total Continuity
Replies: 21
Views: 5432

Re: Total Continuity

Thanks! Yea, should be different sound, however the mismatch is amplified by the fact that vfx and sfx are not synchronized :mrgreen: (Needs tweak to make nano instant) Biggest part of sound environment shall be ambient sounds. Continuing nano spray will have sound, same are robot movement and truck...
by DmitryProfessional
22 Jul 2019, 00:22
Forum: General Discussion
Topic: Total Continuity
Replies: 21
Views: 5432

Re: Total Continuity

thought it was ok, op
fixed
by DmitryProfessional
20 Jul 2019, 07:12
Forum: General Discussion
Topic: Total Continuity
Replies: 21
Views: 5432

Re: Total Continuity

Thanks!
by DmitryProfessional
19 Jul 2019, 18:11
Forum: General Discussion
Topic: Total Continuity
Replies: 21
Views: 5432

Total Continuity

Hello everyone!
I am making a game, the project is currently called Total Continuity.
We can discuss it here if you are interested : )

Progress video:
Demo (July)
Demo (Short, Early November)
Demo (Short, November (2))

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