Multiple groundflashes

Multiple groundflashes

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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Multiple groundflashes

Post by Caydr »

The groundflash system we have now is great, no question about it. I'm already making some really neat looking stuff.

The only thing that disappoints me in the slightest is that I can't have multiple groundflashes per explosion class. For instance:

Code: Select all

[FLASHNUKE]
{
	usedefaultexplosions=1;
	[groundflash]
	{
		flashSize = 2000;
		flashAlpha = 10;
		circleGrowth = 40;
		circleAlpha = 1;
		ttl = 12;
		color = 1,1,1;

	}
	[groundflash2]
	{
		flashSize = 5000;
		flashAlpha = 10;
		circleGrowth = 40;
		circleAlpha = 1;
		ttl = 12;
		color = 1,0,0;

	}
Just thrown-together random values. I know it'd look like crap, but you see what I mean.

Maybe there's a workaround already in place? If not, do you think this would be a possibility for a future version?
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

The groundflash is currently hacked in, in a way that I will be able to change it to a general system without problems (since it has the same way of specifying properties as the projectile classes stuff).

So yeah it's definately going to happen.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

general system without problems (since it has the same way of specifying properties as the projectile classes stuff).
Holy cow, mother of hamburger... you're building it pretty much as I laid it out, then? Ok, the particulars are a bit different, but... this is fricking awesome! Now the only remaining bit is tying in BOS so that we can call particles via scripts, and we have a fully-functioning, general-purpose particle system :D
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

we have a fully-functioning, general-purpose particle system :D
Sortof.. you can't actually control the particles during their lifetime, you can only control how they are created.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Could you see if you could speed up particles for nanospray? They seem to take a lot more power on my computer than anything else, for example I play a game of nanoblobz and my comps fine displaying 300 v300 showing lots of fire and explosions, but switch to a screne where there's 40 sheep building things and the framerate plummets.

It's the same with any other instance of a largish group of builders, and its still a problem for me with max aprticles at its lowest even tho my comp runs fien with basic reflective water and reflective textures and decals etc
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