Journeywar - Page 57

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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PicassoCT
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Re: Journeywar

Post by PicassoCT » 01 Jun 2015, 13:44

Your message contains too few characters.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 16 Jun 2015, 07:58

Just here for the image uploading

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Re: Journeywar

Post by raaar » 17 Jun 2015, 02:54

colorful
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 18 Jun 2015, 17:19

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News fromt the procedural -------

I forgot one tiny little detail.. a fourth rule to recombine.

Aerodynamics are always beautifull. They indicate fast movement, thus a cat is more visually pleasing as a elephant, who is more visually pleasing then a snail (although she gets bonus points for following the rule of order with a mathematic shape (spiral)).

Take these creatures buildplans- flattended out to provide easier visibility of the buildrules at work.. although both follow the algo of beauty - the left is clearly more aerodynamic and thus more beautifull. if folded into a quardo-pedal creature

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PicassoCT
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Re: Journeywar

Post by PicassoCT » 22 Jun 2015, 12:23

In other news: The original mechanic for the journeys (either place dead-trees or trees) to gain energy - was to put it mildly- boring.

So now, you can deactivate your trees, and regain the investment- there ruins stand around waiting to be trampled and sap -1 energy while standing.

Makes for more interesting gameplay
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 24 Jun 2015, 08:54

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PicassoCT
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Re: Journeywar

Post by PicassoCT » 24 Jun 2015, 13:54

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PicassoCT
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Re: Journeywar

Post by PicassoCT » 24 Jun 2015, 20:06

Cheer up for hoko


Dat shitty feeling when you refactor your own code into a non-working version.. i can create random piece aliens but not tanks :(

but when this refactoring is complete.. everyone can use it..

And then it will be awesome..

and in a year it will forgotten where it came from..

In two years, everybody think it normal too have every game diffrent tanks.

But those who break it and return- searching.. cheer up.. everything will be good.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 26 Jun 2015, 23:58

ceg bug
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raaar
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Re: Journeywar

Post by raaar » 27 Jun 2015, 05:56

It seems you're right.

I've tried my game on 99 and it seems the amount of CEG that can be displayed simultaneously drastically dropped in comparison to earlier versions.

Use the alt-b view and look at the number of particles in the bottom center of the screen. It seems units, CEG and effects like shields are consuming more particles than before, like twice as much or more.

After "/give all" some effects no longer show up even if I order just a few units to attack ground.

(max particles reached -> remaining CEG effects for that frame not shown, I think)

edit: 98.0.1-727-g986777d didn't have this issue.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 27 Jun 2015, 09:51

Its not a issue- its a fixed bug..
! fix particle limit being ignored for particles created in the same GameFrame
https://springrts.com/mantis/view.php?id=4844

So - its a two sided fault.. we game-devs have generated stuff that used a bug for years - and there is no compatability option.

Now, we are all professionals, so lets saddle the lawyers and ride for a campaign of doom and destruction.

Or add another compatability layer. For example a modrules variable ParticlesPerFrame that we can set too math.huge
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 27 Jun 2015, 11:16

Okay some updated info:

at unitscript.cpp line 530

https://github.com/spring/spring/blob/d ... Script.cpp

Code: Select all

if (projectileHandler->GetParticleSaturation() > 1.0f && sfxType < SFX_CEG) {
		// skip adding (unsynced!) particles when we have too many
		return;
	}
leads to ceg-emission abort - even early in game, even when the ceg is low on particles.. as observed with my equivalent to the PPC effect in mechwarriror - for a building

Now in the projectilehandler at line 611:
https://github.com/spring/spring/blob/d ... r.cpp#L611

Code: Select all

float CProjectileHandler::GetParticleSaturation(const bool withRandomization) const
{
	// use the random mult to weaken the max limit a little
	// so the chance is better spread when being close to the limit
	// i.e. when there are rockets that spam CEGs this gives smaller CEGs still a chance
	return (GetCurrentParticles() / float(maxParticles)) * (1.f + int(withRandomization) * 0.3f * gu->RandFloat());
}
is called. which calculates a particle max ratio : eg 0.5 * (2) * 0.3 * (GlobalUnsyced: random float)
Sidenote: Is it not a cause for desync bugs to make the happening of synced effects (emitsfx can has damage)- depending on unsynced rand?
This still doesent make sense ..
The problem is the CEGs get spawned.. if they were missing that would be ovious. They just dont live as long as they used too..
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Re: Journeywar

Post by raaar » 27 Jun 2015, 18:05

I noticed at some point that the maxParticles on my rendering details was set to 1000. I thought it was higher before, maybe something changed it. Or maybe it was low but that bug you mentioned was making the engine ignore it.

I say that was a very convenient bug!

MaxParticles can be changed from springsettings, but it's unreasonable to expect players to do so.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 07 Jul 2015, 12:30

Shroudshrike will be simplified.

I noticed on comon theme in jw- i explaing to a lot of players, alot of things.
Time to cut back on the worst of them. One of them beeing the shroudshrike.
Gone and no more.

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PicassoCT
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Re: Journeywar

Post by PicassoCT » 10 Jul 2015, 23:38

ssmf trick
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 03 Aug 2015, 21:50

Regarding the "Problem is before the screen" stance..
And yes, i shall post that everywhere..
And ill be damned if those overcomplicated tools survive the onslougth of humanity.

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Doubled pleased if it where Microsoft who would make that graphical Version and shoved git bash back into historys corner.
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Re: Journeywar

Post by PicassoCT » 08 Aug 2015, 01:07

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CrabSynthTexture WIP
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Re: Journeywar

Post by PicassoCT » 10 Aug 2015, 14:50

Work in Progress on the CrabSynth
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Planned Weapon is a Gun that shoots ChainLightning..
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Re: Journeywar

Post by PicassoCT » 16 Aug 2015, 15:19

picture posting for picture hosting
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Approximation of how a high dynamic range shader would look like that darkens the area around a explosion slightly

Results-Pro: Visually more appealing explosions
Results-Con: Units difficult to make out in midcombat

Fazit: Not interesting for further exploration

Inspired by this:
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 16 Aug 2015, 20:03

Gui Discussion stuff

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