cameraShake?

cameraShake?

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

cameraShake?

Post by Argh »

So, is it a boolean, or a float?

If float, it'd be useful. 0 == no shake, 1.0 means "use whatever default formula is", anything less / more uses that value as a multiplier... just a thought, PURE doesn't use standard OTA damage levels, so the standard CameraShake Widget has proven completely useless because there isn't any way to control it, mod-side...
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I would like more ability in this area as well.
trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

Post by trepan »

1. You didn't state which version of Spring you are working with
(as can be clearly read in the SVN log, cameraShake came after 0.75b2)
2. You didn't bother doing a simple search in the code for "cameraShake"
3. You didn't bother doing a simple test to see if float values made a difference in the unitDef
4. You bandy about words like "useless" again
5. You state that there is no way to control the camera_shake widget from
"mod-side", even though you admit be being ignorant as to how it's basic
unitDef control is used.

Do you think this is the smart way to ask for help?
Argh wrote:So, is it a boolean, or a float?

If float, it'd be useful. 0 == no shake, 1.0 means "use whatever default formula is", anything less / more uses that value as a multiplier... just a thought, PURE doesn't use standard OTA damage levels, so the standard CameraShake Widget has proven completely useless because there isn't any way to control it, mod-side...
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Snipawolf
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Post by Snipawolf »

* Added the weaponDef 'cameraShake' tag
(for use with the LuaUI ShockFront() call-in)
Is the only reference in fisheye...
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KDR_11k
Game Developer
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Post by KDR_11k »

cd SpringSVN/rts
grep cameraShake -r *.*
[..]
Game/GameHelper.cpp: const float cameraShake = wd.cameraShake;
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I just use the widget, works well for me...
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

I'm just looking over the Changelog, trying to squeeze in testing, by throwing it into PURE in between juggling all of the IRL stuff associated with Thanksgiving holiday stuff and a load of family obligations :| Sorry, I just don't have a lot of time to do stuff like read source at the moment, frankly. I just wanted to know how it worked, since the changelog entry is completely useless :roll:
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KDR_11k
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Post by KDR_11k »

Inputting a value of 0.5 would have taken how long?
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I tried smaller values and values as high as 1,000. Seems to be no dice.
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