http://springrts.com/mantis/view.php?id=3704
https://github.com/spring/spring/commit ... cf96552b8c
Games should implement this behaviour with lua. It is very hard for a game to reimplement these special cases removed by the engine. It is easy for a game to make some units immune to impulse. When a unit submerges give it very large mass.
The engine should implement general behaviours with few game specific special cases. I know we have many of these behaviours but don't add more!
Revert Removed Underwater Impulse
Moderator: Moderators
Re: Revert Removed Underwater Impulse
11:55 [LCC]jK: you should reformulate your requests and tickets to "just disable explosion based impulse for water units, but still allow lua one!"
11:56 [LCC]jK: this would get fixed, total revert of the commit won't happen
11:56 [LCC]jK: this would get fixed, total revert of the commit won't happen
Re: Revert Removed Underwater Impulse
I think the engine having slightly exaggerated and unrealistic 'lolphysics' by default is something positive and I absolutely love seeing subs being blown onto shore.
Re: Revert Removed Underwater Impulse
Far superior to unrealistic 'nophysics', at least.zerver wrote:I think the engine having slightly exaggerated and unrealistic 'lolphysics' by default is something positive and I absolutely love seeing subs being blown onto shore.
Re: Revert Removed Underwater Impulse
i've reverted my commit... https://github.com/spring/spring/commit ... 1dccd30907
i'm really undecided about it / don't care enough. so i prefer less c++ code :)
never thought this commit would have this effect... thanks for the feedback!
i hope thats fine for you, too, jk?!
i'm really undecided about it / don't care enough. so i prefer less c++ code :)
never thought this commit would have this effect... thanks for the feedback!
i hope thats fine for you, too, jk?!
Re: Revert Removed Underwater Impulse
Wouldnt changing mass on water contact have bad effects on transports?
Re: Revert Removed Underwater Impulse
Underwater transports?Wouldnt changing mass on water contact have bad effects on transports?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Revert Removed Underwater Impulse
Perhaps the magnification of impulse should just be toned down a bit?
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Revert Removed Underwater Impulse
Could someone tell me what I have to do to make a submarine jump out of the water?
Edit: Found it on mantis
Edit: Found it on mantis
Re: Revert Removed Underwater Impulse
Special case... AAAHHHHH
IRL under water explosions have much more impulse, because water can't get compressed.
Although there might be some backwards drift afterwards caused be the vacuum.
Why not just use/fix push-resistance or add an attrition variable?
IRL under water explosions have much more impulse, because water can't get compressed.
Although there might be some backwards drift afterwards caused be the vacuum.
O_o This fucks target priorities and transporter behavior!When a unit submerges give it very large mass.
Why not just use/fix push-resistance or add an attrition variable?