Another 0.72b1 test - Page 2

Another 0.72b1 test

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: patch for radar dots tooltip

Post by NOiZE »

colorblind wrote:I've uploaded a patch to resolve the issue with the radardots on Mantis:
http://taspring.clan-sy.com/mantis/view.php?id=198
sweet!
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

NOiZE wrote:I get blue fire, when i enable shadows, without shadows it works fine...

Also the radar blibs are not appearing on the map for me, they only appear on the minimap
I only tried it on my laptop with shadows off. I'll try it later with shadows on and see if they're blue.

(my shield is priettier than yours! :P)

~~~~

Has anyone figured out how to use interceptedbyshieldtype=; yet?

I tried putting interceptedbyshieldtype=9; in all the weapons I wanted to be shield-intercepted, then putting shieldinterceptortype=9; in the shield file, but this doesn't work.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Bump: found a bug. Weapons with custom explosions, when hitting shields, do not explode. Instead they just disappear suddenly.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

NOiZE wrote:I get blue fire, when i enable shadows, without shadows it works fine...

Also the radar blibs are not appearing on the map for me, they only appear on the minimap
someone make a patch

seriously, though, he's right... they work fine with shadows off, but are blue with shadows on... also, trees dont seem to render (for me) with shadows on
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Caydr wrote:... I think it's the script. Whereas before you could just slap a repulsor onto any old thing whether it actually had a weapon scripted for it or not, I guess now it actually needs it in the script. I'll test this.

~~~

Yeah, that was it. I put this in the script and now it's fine:
...
As a scriptor, I want to give jc part of my soul right now. I hope you all realize everything this means.

Arch goes to download the client to see how all this stuff fairs on his ancient gpu.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Ok, I'm curious enough to ask, Arch... what are the implications of that?
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

hmm, would you be hinting at a working Anti-Missile-System, Archangel?
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Ok, we can do all sorts of cool stuff to control when the shields are on. We can base it off the units on/off state rather easily (variable here, if there), we could base it off whether or not the unit is moving (get SPEED? yessss), we could determine it by unit experience (get VETERAN_LEVEL anyone?), map windspeed or metal value of where it is (SetSpeed function and appropriate fbi settings), whether or not other weapons are firing or aiming (either one, or both), how long the unit has been alive (simple timer), being near other units or a specific other unit (unit detection using Zwzsg style unit detection, and height checking), unit health (get HEALTH iirc), random values, the status of any function we have in our script.

Basically, we have alot of control.

Hmm, and it probably could be turned into a good AMS system pretty easily. I'll have to find out if when it affects an incoming projectile it triggers the FireWeaponX function, though with those tags it could probably still be done without that.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Thanks to the new explosion code:

Image

I'll post some others later maybe.
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

:o
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