An important map request which would help at least 3 mods

An important map request which would help at least 3 mods

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Caydr
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An important map request which would help at least 3 mods

Post by Caydr »

I would like to point out that voidwater=1; is basically useless. What it does is, suppose there's a patch of land that's "underwater", well, none of that land is even rendered. You can see right through it. Seems like a wonderful thing for space maps! EXCEPT that water is still there. You can't see it, but if you fire a shot and it hits this voided area, the shot detonates and there's a big water splash.

Could voidwater actually be made to eliminate any kind of ground/water collision too, in addition to it being transparent? I realize this isn't as important as your new map format and and everything else that's going on, but I know that Final Frontier, SW:War in Space, and GEM would all be able to take advantage of this to a GREAT degree.

One note though, although weapons should pass through it, I don't think that it should actually affect things like "hovercraft" (or things with hovercraft attributes) movement on it. However, nothing using the kbot or vehicle movement type (ie, land-bound) should be able to move on it.

Thank you very much
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AF
AI Developer
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Post by AF »

As far as I know, they would need to rip out that piece of code and recode it in order to do the new map format. either way simple if statements are that's required to do what you want, I onyl wish I knew where though....
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Slamoid
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Post by Slamoid »

[Hijack]Quick request while talking about hovercraft... Please code in so hovercraft have a little ambient animation, like a slow up-down waver while idle/moving (Like on Ground Control). Just a quick idea...[/hijack]

Yeah, I think alot more could be done with the Voidwater tag... Especially if water wasn't rendered AND features where still FULLY rendered!
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Slamoid wrote:[Hijack]Quick request while talking about hovercraft... Please code in so hovercraft have a little ambient animation, like a slow up-down waver while idle/moving (Like on Ground Control). Just a quick idea...[/hijack]
Purely script based, it's useless to request it as an engine feature.
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Caydr
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Post by Caydr »

You can do loop-the-loops purely script-based or you can let Spring do them. It'd be neat if the engine automatically did a bit of a wavering effect automatically on hover units... Maybe something for a distant to-do list.

Back on the subject of voidwater being useful please.
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Isaactoo
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Post by Isaactoo »

http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2639 - Sinbad somehow made it so that there were no reflections on the water (I don't know how). And if in AA you can change the explosion animations...couldn't you do the same with the FF mod Or even the individual maps (making the explosion pic just black)? That way there wouldn't be any visible splashes and the projectiles would just dissapear.
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AF
AI Developer
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Post by AF »

He unchecked reflective water in the settings prog.
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