Four-directional building placement.
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More like "getfacing".. although I don't understand what purpose it would serve, once a building is placed, its direction is its heading, like for any other unit.
Yeah, the brackets seem a nice choice... btw, what is the default orientation? I mean, normally? The fact that buildings usually face towards the camera that's facing north, I would assume the buildings are facing south... right?
Also, I'm thinking now, how difficult would it be to add a map SMF tag to define default buildfacing for each starting point? Rather useless, yes, but a nice feature for someone unfamiliar with the rotation ability.
Yeah, the brackets seem a nice choice... btw, what is the default orientation? I mean, normally? The fact that buildings usually face towards the camera that's facing north, I would assume the buildings are facing south... right?
Also, I'm thinking now, how difficult would it be to add a map SMF tag to define default buildfacing for each starting point? Rather useless, yes, but a nice feature for someone unfamiliar with the rotation ability.
I was just sayign he should use that method instead as it's possibly easier todo, justa dding an extra case: to the switch statement, adn ti means we dotn need to recompile in the next release and we can compile ti into existign AI's so it'll work when the next version coems instead of us all re-releasing tot ake advantage fo enw features.
Also thats what was itnended, when zaphdo adn caina dded those generic functions tot eh callback itnerface.
Also thats what was itnended, when zaphdo adn caina dded those generic functions tot eh callback itnerface.
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
Ok, patch uploaded to mantis, and patched executable uploaded to http://edf.tauniverse.com/spring.exe. You should add binds for "spinbuilddir" and "unspinbuiddir" (unspin.. yeah I know.. ) for the feature to work. I have set them to "<" and ">", because "[" and "]" don't work when shift is pressed, and the curly brackets cannot be bound to, as well as the dot and comma.
Instead, I'd rather have the Spring.exe determine which way is the center of the map: When starting the game Spring would determine the angle between start pos and map center, and round it to nearest 90°. Players tend to use "Choose in game" start pos combined with starting area box more than "Fixed" start pos, and that way mappers wouldn't have to worry about adding this new tag.Sean Mirrsen wrote:Also, I'm thinking now, how difficult would it be to add a map SMF tag to define default buildfacing for each starting point? Rather useless, yes, but a nice feature for someone unfamiliar with the rotation ability.
Do you have a solution then? Progress causes changes and the builds of AIs will break from time to time on subversion code, it can hardly be avoided.I have to change NTai to work with the latest svn build which breaks the current build and vice versa, very annoying. The AI interface should be changed or the code changed to account for existing AI's because this is getting extremely frustrating.
However it might help to create a local svn repository (tortoisesvn supports that) and commit the patches to the spring svn every now and then. I've found that works quite nice.
Directionality, Linux and mods
I applied the patch to a Linux source tree and it works. A few comments though...
I haven't seen units reorienting in some factories, ie AA 'Kbot Lab' or Gundam factories. It seems that this is factory specific, those that do not rotate the produced units do not have them reoriented properly, although they turn and walk out the right way after being buit.
There also is an aesthetic issue, some buildings have lets say 'foundations' that stay even after the building is destroyed and reclaimed. Rotating makes them look weird, especially in Gundam (in AA those are logos, so it seems ok that they are always oriented towards the player).
Is this patch going to be included in the next release? That would be great...
BTW, what is the format of the diff (because it's not GNU diff)?
I haven't seen units reorienting in some factories, ie AA 'Kbot Lab' or Gundam factories. It seems that this is factory specific, those that do not rotate the produced units do not have them reoriented properly, although they turn and walk out the right way after being buit.
There also is an aesthetic issue, some buildings have lets say 'foundations' that stay even after the building is destroyed and reclaimed. Rotating makes them look weird, especially in Gundam (in AA those are logos, so it seems ok that they are always oriented towards the player).
Is this patch going to be included in the next release? That would be great...
BTW, what is the format of the diff (because it's not GNU diff)?
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- Posts: 578
- Joined: 19 Aug 2004, 17:38