Re: Overgrown Maps
Posted: 10 Feb 2015, 00:16
Why? That is taking a feature away! I will ALWAYS stand with team options as far as content devs
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
hmm so this change in configuration affects all games. I used the configuration change widget but wasn't sure. Checked it again and confirm it too.Forboding Angel wrote:According to JK's past statements, due to the way grass is done, everyone should always have grassdetail on 0, so I suppose you could consider it a public service. *shrug*smoth wrote:This is not good, you are disabling grass for anyone running this map. You are never resetting the value on exit. would be best if you store the player's current settings are then restored them on widget exit. Even still having maps play with user settings is bad imo.
After hearing his explanation as to why, I agree with him btw.
It also exists in spring if you set feature to flammable=1, but it's not as fancy as in OTA because then games would lag out.raaar wrote: Another issue is feature death animations...remember the forest fires in OTA?
WTF I haven't made a single post in this thread!Forboding Angel wrote:According to JK's past statements, due to the way grass is done, everyone should always have grassdetail on 0
That screenshot is obv. 91 and so blame ZK! In all later engines grass is colored by infotexture...
apparently you had some rant where you said grass is expensive and no one should run it.jK wrote:WTF I haven't made a single post in this thread!Forboding Angel wrote:According to JK's past statements, due to the way grass is done, everyone should always have grassdetail on 0