lurker wrote:Rule 34 on land mines!

that'll be easy!
Moderator: Moderators
lurker wrote:Rule 34 on land mines!
Hot as all hell. I can't wait to escape to the bottom of the world.Pressure Line wrote:no shit. goddamn its been hot out east aucks the last few weeks. whats it like in your corner of auckland?Das Bruce wrote:No fool it's summer... you know that time when it's warm and the suns out for longer... the sun, that big yellow thing in the sky... oh right, Canada.
Sooo... You said you'd have it done by now and all you got to show is a picture of this thread?Caydr wrote:Seriously Argh, you've been working on computers too long, your eyesight is failing you.Caydr wrote:
w00t, I'm in the bonus round, I didn't even take a picture with anything incriminating on my taskbar.
Peet wrote:Which is very bad- major pathing issues arise when a unit's real footprint is different from the footprint in its move type.Forboding Angel wrote:Have you noticed it being a problem in Evolution? Notice that evolution has all of 1 path cost.
Ok, so the easy way out. Nothing wrong with that, and I'm going to do things with PURE to restore it, without getting rid of the concept of corpses.All units crush trees
There will never be any DT type fortifications
There is also no blocking wreckage in evolution
It is a real problem, as show by kdr's pic, and the solution is what you have to gain when you say you have nothing to gain by adding more movetypes.Forboding Angel wrote:@ kdr, it has yet to prevent itself as a real problem. You can baw as much as you want. When and if it ever becomes and issue I will address it.
Applied to Evolution: Your one and only single movement class is 4x4. Most evolution units have either 4x4 or smaller footprint. If the movement class is bigger than the actual footprint, it means the unit will ignore narrow shortcuts it could have taken, however, as long as the narrow shortcut isn't the only way, the player will not notice.zwzsg wrote:I said I was wrong and you could rightfully gloat over me. Then fang came and completly ignored my and KDR post over his (as well as he seem to be completly oblivious of what's written his screen during Spring loadups). I guess I have to repeat.Caydr wrote:So... Z and Argh with their god-like knowledge (no sarcasm) say we don't need many, Fanger and I all say we need them. Who's right?
Having units of different footprint share the same movementclass seemed to work at first glance. But proper testing as show it doesn't:
- The pathfinder use the footprints of the movementclass. When none is specified in the movementclass, then a value of 1x1 is used.
- The collision between units and features or units use the footprints of the FBI.
So, if different sized units share the same movementclass, you will have pathfinding problems. Either big units trying to fit in passages too small for them and getting stuck trying. Or small units not realising they have the place to barely pass in some place.