Macross missiles progress - Page 2

Macross missiles progress

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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KDR_11k
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Post by KDR_11k »

Huh? It lust fires the projectile in the direction the piece points and lets the projectile take care of the rest.
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KDR_11k
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Post by KDR_11k »

On request from someone (I think it was Saktoth?) I applied fixedLauncher to torpedos as well.

Other changes include the ability for all weapons to be used underwater with waterweapon=1, making ballistics use different gravity with the myGravity tag (if you want bombs to drop faster, for example), Lightning being able to damage shields and using flighttime to determine the TTL of all guided weapons.

Full changelog here
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smoth
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Post by smoth »

was this ever committed to spring?
imbaczek
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Post by imbaczek »

The patch is quite huge, I committed parts of it and will try to review and commit more soon (this weekend.) I'm a little bit afraid of all the COB changes, as I'm no expert in this - especially that the next release is supposed to be a bugfix one :wink:
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REVENGE
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Post by REVENGE »

Excellent work. I need macross missiles specifically for one unit in FF: Longbows. :P
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Argh
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Post by Argh »

I'm a little bit afraid of all the COB changes
That sounds scary. Please tell me, KDR, that you've done plenty of testing. It certainly looks like it, from the screenie, but... eh... I don't want to find out that regular guided weapons are 25% less efficient now, they're already one of the massive pigs in Spring, due to the convoluted math of the trails :P
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MR.D
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Post by MR.D »

Is it possible to do a script to handle a 2-stage launch?

I did a little anim cause I was bored, but is something along these lines possible?

Or is this the end result of what you're working on now?

http://www.mrd.str8-6.com/files/rockettest.zip
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KDR_11k
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Post by KDR_11k »

Argh wrote:
I'm a little bit afraid of all the COB changes
That sounds scary. Please tell me, KDR, that you've done plenty of testing. It certainly looks like it, from the screenie, but... eh... I don't want to find out that regular guided weapons are 25% less efficient now, they're already one of the massive pigs in Spring, due to the convoluted math of the trails :P
The changes were actually pretty simple. IIRC the only thing I changed about the COB was to rename the variable it uses for storing the weapon's firing position in Emit-SFX (since it was renamed in other parts of the code as well and not renaming it there would obviously cause trouble) and adding a callin (which was really small), the AimWeapon code isn't a real change to the COB engine itself, just the calls from the code. The projectile code wasn't changed much for missiles, only some case behaviour that prevents the smoketrail from being spawned if the right tag is set IIRC. StarBursts got some changes to make them obey several tags they previously ignored (startingvelocity, weaponacceleration, turnrate, flighttime) and let them keep their vector during ascent to allow for fixed launchers (otherwise they'd always fly straight up no matter where the launcher points). Oh and of course the change in the collision code to allow waterweapon=1 projectiles to go underwater.

And no, mid-air transformations are not supported.
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lgustavomp
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Post by lgustavomp »

Err.. i can't find any file, can someone help me?

http://spring.unknown-files.net/file/30 ... es_I_made/

http://spring.unknown-files.net/file/30 ... on_tweaks/

these links does not bring me anything but a "page not found"

i also searched unknown-files after those files but, without sucess.

Btw, i got KP div 0 blalabla 6 and opened. The virus uses a shot() 'function'. It probably is supposed to fire with both firepoints but, it doesn't here. It fire only the right cannon, maybe cause i don't have that 'patch'?

thx
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yuritch
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Post by yuritch »

Shot() and many other new things are implemented in svn (NOT in 0.75b2 release). You can use that if you install Spring nightly build from the buildbot. Next release will have those functions. Be warned that svn Spring is incompatible with 0.75b2 for online play.
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KDR_11k
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Post by KDR_11k »

Yep, you don't need this patch separately as it has been part of the SVN for quite some time.
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