The true walk of the monkeylord - Page 3

The true walk of the monkeylord

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

What's with the thanks -1? It looks like you are disagreeing with something, but you use it on all the post so that probably isnt the case.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Zodius, even though your scripts might be technically better, zwzsg has just been marketing/promoing his stuff better. Heck, I checked out ZBots' progress on the TAU subforum right around releas time, and had no idea they had any special scripts!
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

jcnossen wrote:What's with the thanks -1? It looks like you are disagreeing with something, but you use it on all the post so that probably isnt the case.
That's a long story.

Short version is that far ago, when I was trying to remove the crashes from first teleporter unit, I found out that the problem was that, since the drawing of the teleported is linked to the rendering of the teleporter, but the matching of their position is made by the teleported, if the ID of the teleported is lower than the ID of the teleporter, then there is a split tick during which the teleported is marked as attached to the teleporter, but yet hasn't already updated its xz. So the TA engine has to draw a unit with an attached unit far way, which makes it crash.

Wotan posted about Immerman's gate & beacon, and I noticed that somehow they seemed to never crash when teleporting far away units. I charged Zodius to help me investigate the matter, in case there was a secret fix to be found.

And Zodius found out that the trick was to use attach-unit unit_ID to 0 - 1;
Because units attached to "0-1" are not drawn, TA wouldn't crash during the split tick where they are flagged as attached, but haven't yet updated their XZ. This was about the second of the humongous list of arcane bugfixes I had to apply to my teleporters (not counting the fixes it replaced). Zodius was delighted to see that despite being a newcomer, he managed to be of great help, so since then he used the -1 from attach-unit unit_ID to 0 - 1; as his own tagendline.




On unrelated but ontopic note, my attempt to synchronise the RWZ-MKL-TWS (RampageWotanZwzsg-MonKeyLord-TrueWalkScript) legs a bit so they don't all lift at once was a complete failure.
User avatar
Zodius
Posts: 12
Joined: 07 Jan 2006, 12:49

Post by Zodius »

I can't believe I forgot all about this thread. Thanks Z for that short? story :P

Perhaps it would be worth me spending time helping you fix the Monkeylord Z. What do you say?

-1
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

A Z team-up in the works?
Post Reply

Return to “Game Development”