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Re: Overgrown Maps

Posted: 10 Feb 2015, 00:16
by smoth
Why? That is taking a feature away! I will ALWAYS stand with team options as far as content devs

Re: Overgrown Maps

Posted: 10 Feb 2015, 07:30
by raaar
Forboding Angel wrote:
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.
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*

After hearing his explanation as to why, I agree with him btw.
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.

Intuitively an option would be to sample the map to figure out where the grass patches are and store the coordinates and then run another loop to clear out only those areas, but that's not possible because there seems to be no way to read the current grass state.

We could use area grass removal to remove grass below buildings, or on big blast sites.

Game devs can't really control the maps players use. The experience can be improved by overriding some map values.

Some maps have random bonuses to movement speed for some unit types. My game already overrides the map speed modifiers. I'll probably try to override the hardness as well: some maps are deformed too easily (example: tough tank gets pounded by cannon fire and becomes stuck in crater while still alive with half hp left). Other maps are too bright, or too dark. Another issue is feature death animations...remember the forest fires in OTA?

Re: Overgrown Maps

Posted: 10 Feb 2015, 12:20
by Jools
raaar wrote: Another issue is feature death animations...remember the forest fires in OTA?
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.

Re: Overgrown Maps

Posted: 10 Feb 2015, 23:14
by PicassoCT
Nodbody ever wrote a unifying wildfire shadder..

Image

Lups could display such a fire without lagging out - shame on us gamedevs we never accomplished

Re: Overgrown Maps

Posted: 10 Feb 2015, 23:44
by Jools
WIP here, lags out though : viewtopic.php?f=23&t=27015&hilit=forest+fires

But thta map has several thousand trees...

Re: Overgrown Maps

Posted: 11 Feb 2015, 17:26
by jK
Forboding Angel wrote:According to JK's past statements, due to the way grass is done, everyone should always have grassdetail on 0
WTF I haven't made a single post in this thread!

@Jools
That screenshot is obv. 91 and so blame ZK! In all later engines grass is colored by infotexture...

Re: Overgrown Maps

Posted: 11 Feb 2015, 17:44
by Anarchid
That screenshot is obv. 91 and so blame ZK! In all later engines grass is colored by infotexture...
Image
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AreyousurethisisZK.jpg

Re: Overgrown Maps

Posted: 11 Feb 2015, 18:17
by smoth
jK wrote:
Forboding Angel wrote:According to JK's past statements, due to the way grass is done, everyone should always have grassdetail on 0
WTF I haven't made a single post in this thread!
apparently you had some rant where you said grass is expensive and no one should run it.