What do you mean? LOS is LOS and sonar is sonar. Why must sonar even be included in the thing? radar isnt either, or is it?
Just forget about sonar, it's LOS that we want really.
LOS
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Re: LOS
Yes, Spring has an idiosyncratic concept where "sonar" is just "underwater sight"... this actually breaks OTA compat pretty bad too.
But regardless, there's a challenge for the LOS system - regardless if underwater sight is changed or not, we're going to have a system where underwater units are *not* seen the same way as surface units, since subs and hovers/boats is never going to be an acceptable balance change.
So skip the arguments over gameplay and terminology:
How do you show the two separate LOS layers (presently LOS and Sonar)? The one that's underwater and the one that's on the surface?
But regardless, there's a challenge for the LOS system - regardless if underwater sight is changed or not, we're going to have a system where underwater units are *not* seen the same way as surface units, since subs and hovers/boats is never going to be an acceptable balance change.
So skip the arguments over gameplay and terminology:
How do you show the two separate LOS layers (presently LOS and Sonar)? The one that's underwater and the one that's on the surface?
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Re: LOS
Sonar is not underwater LOS.
Also sonar visualisation makes this shader even more game specific. There are probably games that just use sonar range = LOS range for underwater detection.
- LOS + Sonar = unit visible
- Sonar = radar dot
- Otherwise no detection
Also sonar visualisation makes this shader even more game specific. There are probably games that just use sonar range = LOS range for underwater detection.
Re: LOS
Maybe check again who is the idiosyncratic here...Pxtl wrote:Yes, Spring has an idiosyncratic concept where "sonar" is just "underwater sight"... this actually breaks OTA compat pretty bad too.
Los and airlos could easily share a channel and radar/jammer too. My LOS widget can generate the infotex however it could be wanted.Beherith wrote:No free channels left for it anyway (los, airlos, radar, jammer)
Both LOS systems have been made possbile already weeks ago now, and will be possible in 89.Forboding Angel wrote:So is this a go in v89?
Kloot added did the terrain shader and jK added infotexure binding for Lua widget way.
What I have done for the GPU generated infotex is just drank beer and do nothing. It is still stuck at the same point as my last post and now that the terrain shader support is added the GPU generated infotex creation should be moved to C++. LOS texture is very easy to generate with GPU but other infotextures might not be.