NEW MAP: Hotstepper (lava map for anyone) - Page 3

NEW MAP: Hotstepper (lava map for anyone)

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Beherith
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Joined: 26 Oct 2007, 16:21

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by Beherith »

BaNa wrote:Image

sup guize
maek

Code: Select all

 local s = 2+math.sin (SYNCED.frame/50)/10
into

Code: Select all

local s = 5+math.sin (SYNCED.frame/50)/10
for better rez on a map that big.
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Beherith
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by Beherith »

Knorke must see this undulating lava:
http://beherith.eat-peet.net/stuff/hotstepper_v2.sd7
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knorke
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

@Beherith
no lava visible and no commanders spawn:
http://pastebin.com/RyS5U9qh wrote:[f=0000000] error = 2, LuaRules/draw.lua, error = 2, LuaGadgets/gadgets.lua, [string "LuaRules/Gadgets/lava.lua"]:133: attempt to call field 'CreateShader' (a nil value)
Also while anybody can of course use this for his own maps please dont make "hotstepper_v2". If you want to mark a fork (ie to show something) call it hotstepper_Beheriths_shader" or something, thanks ;)
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Beherith
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by Beherith »

Sorry about the misleading naming.
What gpu do you have? Does it support GLSL?
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bobthedinosaur
Blood & Steel Developer
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by bobthedinosaur »

MMMMm giant lasagna!
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knorke
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

nvidia 6800
from googling it seems GLSL should be supported.
Google_Frog
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by Google_Frog »

Looks nice. Have to tried Spring.SetMapSquareTerrainType to prevent units wandering into the lava? It might not be as slow as you think.
abma
Spring Developer
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by abma »

next time, can you please upload it to springfiles.com, so lobbies can download it?

i already uploaded it:
http://springfiles.com/spring/spring-maps/hotstepper
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knorke
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

didnt think people would actually start playing this...was just for test ;)
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Forboding Angel
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by Forboding Angel »

Behe, that is fucking sweet

the things it needs are:

some sort of steam effect where the lava edge meets with land
a firey ceg when an object enters the lava
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Beherith
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by Beherith »

Thanks forb, I dont know lua well enough to do smoke or fire, and I guess that doing it with cegs may be too resource intensive. This current implementation is nearly free, I also added normal mapping to it since.
BaNa
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by BaNa »

the v2 lava looks very nice! we are getting places with this concept!
abma
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by abma »

@knorke:

uh, then sorry. for a "test" map it is awesome! :)
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MidKnight
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by MidKnight »

Forboding Angel wrote:Behe, that is fucking sweet

the things it needs are:

some sort of steam effect where the lava edge meets with land
a firey ceg when an object enters the lava
steam might be expensive.
...maybe we can ask the engine devs for an API hook into whatever is used to make that sweet bumpwater-shorewave goodness? (This is 100% uneducated babbling, here).

For a firey CEG, you can use ZK's Units on Fire widget.
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knorke
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

i had ceg for lava death but iirc if the ceg was visible only in LOS, then you would never see it (as the unit was dead) and otherwise you could tell where enemies died.
where the lava edge meets with land
thats tricky to find out in cpu friendly way.

Beherith, can you make the shader fall back to normal if gfx card/drivers does not support it? but then looking at it there seems to be such switch already..?
abma wrote:@knorke:
uh, then sorry. for a "test" map it is awesome! :)
its also awesome to watch people not believe there will be lava and then die. :roll: superlol to watch games.
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CarRepairer
Cursed Zero-K Developer
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by CarRepairer »

Please add spicy lava sauce to my map pizzatime.
http://springfiles.com/spring/spring-maps/pizzatimev02
BoSTGI
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Joined: 14 Mar 2011, 17:01

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by BoSTGI »

knorke i can use this gadget in other map?
because i posted a test map with this code..

if i cant do that tell me i remove the gadget.

thx
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knorke
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

BoSTGI:
YES! of course everybody can use it for his maps, my map is just a demo.
Just add a link to this thread (like BoSTGI did) so other mappers can also read up on the gadget.
http://springfiles.com/spring/spring-maps/highjump-3
this map i guess?
Played an older version of the map in a TechA game btw.

Noticed you added more detailed warnings, good idea.
But this:

Code: Select all

	if (tideRhym[tideIndex].targetLevel == 60) and 
           ((lavaLevel - tideRhym[tideIndex].targetLevel) > (tideRhym[tideIndex-1].targetLevel - tideRhym[tideIndex].targetLevel)) and
           ((lavaLevel - tideRhym[tideIndex].targetLevel) < (tideRhym[tideIndex-1].targetLevel - tideRhym[tideIndex].targetLevel) + 1 + tideRhym[tideIndex].speed) then
		Spring.Echo ("LAVA in MIDDLE!")
	end
is a bad way to do it because now you have dozen of code lines just to output some warnings because such a block is needed for each lava tide. Another problem is the
if (tideRhym[tideIndex].targetLevel == 60)
Now if you want to adjust the level of this tide, you have to do so in two places: At the top in the addTideRhym () and in the place where you display the warning message. Easy to lose track of such things.
Generally if you need lots of c&p there is a simpler solution ;)

A better way to do would be a fourth parameter like this:
function addTideRhym (targetLevel, speed, remainTime, warningText)

And then for display do
Spring.Echo (tideRhym[tideIndex].warningText) )
so it could be used like
addTideRhym (300, 0.1, 60, "Danger: High Flood coming in!")

Not 100% what you wanted to do with the long formula but if you wanted to know if lava is going up or down you can just do:
if (lavaGrow > 0) then Spring.Echo ("lava raising") else Spring.Echo ("lava sinking") end

CarRepairer:
arent you old enough to make your own pizza?
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Beherith
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by Beherith »

Here is the GLSL version of the shader (with working fallback to normal gl, some glow effects, undulation and darker lava where it meets land.)
Needs heightmap to be supplied with map.
Attachments
lava.lua
(9.18 KiB) Downloaded 31 times
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bobthedinosaur
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Re: NEW MAP: Hotstepper (lava map for anyone)

Post by bobthedinosaur »

Beherith wrote:Needs heightmap to be supplied with map.
What do you mean?
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