Ultimate Rant
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Ultimate Rant
rcdraco wrote:More Rant:
Does the game still start off the install at unreadable text sizes? Screen Size should start at at least 1024x768 off the install, any smaller, and the text is unreadable. After just reading AF's Leaking Buckets, that particular issue almost dropped me from spring.
My issue I constantly raise, I want nice water, I left spring since I spend $150 on a video card and I can't even use the dynamic water. Either make a patch or a seperate file to change it.
LUA wise, why does the 3d objmodel lua, whatever it's called make a stupid blob trail over the map? I didn't even know that was what caused it, but what does it do, and why does it have ANY reason to do that. It bugged me ingame till I figured out that it was the cause.
What OpenGL does spring really use? I know in Sauerbraten I load up and get the nice "OpenGL 2 Loaded" text, does spring use openGL 2 or does it still use the older one, and does my video card downgrade to it, or just emulate openGL 1 in the OpenGL 2. I don't know if this makes sense, nor if this is how OpenGL is really handled.
This is another feature I'm not sure if it exists. Before a unit fires, it has a series of things it will need to do before firing, can this be done? Such as spinning the barrel and moving parts outward to charge up before firing. Then Fire and have it truly Fire and account for physics and all at that point. Ideally it would be a delayed shot, with effects.
No
Look in help and bugs, there is a topic devoted to it and the fix within
I have no idea what you're talking about
OGL 2 I believe, at least it was discussed some time back. I can't remember exactly
That feature has existed since OTA. In aimprimary, start the barrel spinning (at least thats what I do generally), same for moving out parts and whatnot. Make sure you reset the state in restorafterdelay.
Additionally in fireweapon you can add muzzleflashes and a bunch of other stuffage if you wanted to. Take a look at the cpweapon script in evolution for an idea. I don't remember the link to svn but just go to evolutionrts.info and the svn link is in the bottom right. Take a look at cpweapon.bos
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Ultimate Rant
nice water comes next release foo'
Re: Ultimate Rant
If you can figure out how to compile an SVN checkout you could take a look at it right now.
Re: Ultimate Rant
For the barrel spinning, I meant how in SimBase the Anni II spins and charges before firing. I'll just look at that script to see how it works.
Re: Ultimate Rant
rcdraco wrote:For the barrel spinning, I meant how in SimBase the Anni II spins and charges before firing. I'll just look at that script to see how it works.
rcdraco wrote:For the barrel spinning, SimBase the Anni II spins and charges. I'll just look at that script to see how it works.
rcdraco wrote:SimBase the Anni II I'll just look at that script to see how it works.
rcdraco wrote:SimBase the Anni II look at that script to see how it works.
rcdraco wrote:look at that script
Re: Ultimate Rant
It uses a trigger shot (the blue laser) followed by a simple emit-sfx loop combined with the beamlaser points being moved inward, then the main shot being fired.
Re: Ultimate Rant
The opengl numbers refer to groups of extensions that the cards are guaranteed to have. So opengl 1.4 runs just fine and dandy on a card that supports 2.0. It can get more complicated but that's the case right now.
And yes, the anni2 is awesome but I'm not sure if it's what you're looking for. If you want something that happens first, then it always fires after a few seconds, anni2 is what you want. If you want something to start when a weapon wants to fire, and act as a requirement before it can fire, then put some code in aimprimary.
And yes, the anni2 is awesome but I'm not sure if it's what you're looking for. If you want something that happens first, then it always fires after a few seconds, anni2 is what you want. If you want something to start when a weapon wants to fire, and act as a requirement before it can fire, then put some code in aimprimary.