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Re: Rotate, stackable, footprint, collision
Posted: 03 Jan 2008, 20:12
by KDR_11k
AF wrote:Crysis sales where disappointingly low apparently.
That happens when your selling feature is "works only on the latest OS and hardware!"
Re: Rotate, stackable, footprint, collision
Posted: 04 Jan 2008, 00:40
by Snipawolf
Worked fine on my 6600gt and AMD 2 ghz.
Also, you can "hack" it to give yourself the DX10 features it has. Not actual directx 10, but the features that make it look like DX10.
Re: Rotate, stackable, footprint, collision
Posted: 04 Jan 2008, 14:58
by kiki
NE1 know about yardmap on a mobile unit?
Re: Rotate, stackable, footprint, collision
Posted: 04 Jan 2008, 19:42
by KDR_11k
Guaranteed not to work. Pathing for a square is hard enough, pathing for arbitrary shapes is almost impossible.
Re: Rotate, stackable, footprint, collision
Posted: 05 Jan 2008, 14:52
by kiki
KDR_11k wrote:Guaranteed not to work. Pathing for a square is hard enough, pathing for arbitrary shapes is almost impossible.
Incorrect KDR_11k, simply difficult to do. What happens tho, with mobile yardmap? Just thinking about it tells me it would not make sense, since the yardmap would not rotate with the unit. This leads me back to the rotatable footprint idea.
Re: Rotate, stackable, footprint, collision
Posted: 07 Jan 2008, 19:20
by rcdraco
Nothing happens kiki, take a look at BloX for a good example.
The guns are all buildings, so they have yardmaps, but they have to be able to move to be transported correctly, but in order to be accurate, the guns move slow and have huge brake rates, at 1000X speed I can't see the guns moving, but I do see the ground flickering from epic redraw.
Re: Rotate, stackable, footprint, collision
Posted: 22 Jan 2008, 05:21
by kiki
lulz?
Rotatable yardmap footprint request still holds kthxbye
Re: Rotate, stackable, footprint, collision
Posted: 22 Jan 2008, 12:07
by KDR_11k
Not happening. Mobile objects don't use yardmaps anyway since modifying the blocking map and all related things every time it moves would eat way too much CPU and static objects won't diverge from their build rotation anyway.
Re: Rotate, stackable, footprint, collision
Posted: 23 Jan 2008, 14:42
by kiki
And spring would require the Supcom benchmark. Amirite?
*im still not satisfied, ill keep puzzling away at this*
Bricks and tubes
Posted: 23 Jan 2008, 19:13
by rcdraco
When are we going to get custom collision thingys? I at least want primitives added, cubes, and rectangles are the big ones. It would greatly improve the issues with some planes and ground units.
Better yet, having a second s3o as the collision net might be the best thing to do.
Re: Rotate, stackable, footprint, collision
Posted: 24 Jan 2008, 21:09
by kiki
lol yes perfect. primitives are less hardware intensive tho, for this antisupcom community.
Re: Rotate, stackable, footprint, collision
Posted: 24 Jan 2008, 21:36
by KDR_11k
This is an RTS anyway, for most units a simple primitive (like a box or cylinder) is good enough. Only things that are sized like the Gundam epic coms warrant collision shapes that are more detailled.
Re: Rotate, stackable, footprint, collision
Posted: 26 Jan 2008, 00:36
by smoth
I am dying for kloot's patch.
Re: Rotate, stackable, footprint, collision
Posted: 26 Jan 2008, 05:38
by MR.D
AF wrote:Crysis sales where disappointingly low apparently.
Only because of its requirements.
Re: Rotate, stackable, footprint, collision
Posted: 26 Jan 2008, 08:27
by SwiftSpear
aegis wrote:Caydr wrote:You see it in FPSs all the time, your gun goes right through the wall... there's no practical solution besides not allowing you to turn when you're going to clip - which would suck - or making a 1x10 unit have a 10x10 footprint.
err you haven't played crysis?
when running up to the wall, the character pulls the gun in and points it up instead of pushing it into the wall
As aegis points out, there are lots of solutions, they just require work for game developers and thus are usually ignored.