jK wrote:It doesn't render grounddecals in that case.
No grounddecals is ok, it's even somewhat desirable since grounddecals gets stretched in ugly ways over cliff, and reveal the spikes there when they extended to the bottom. Plus possible tearing between it and my texture.
However, not seeing the wall you just built, or the wreckage that block units, was really problematic, and something I really had to find a way around.
Then I just tested and apparently in Spring 91 the bug about new feature being invisible when SetDrawGround(false) is no more.
jK wrote:zwzsg wrote:jK wrote:Use the new gl.Texture("$info") to support F2 mode etc.
Are they writeable?
No? o_O
They I fail to see of what use they would be in the context of that map.
jK wrote:(you make the `hidden` parts of the terrain very bumpy (to make it unpassable) this makes ROAM going crazy and eats whole CPU & RAM. So better disable engine terrain drawing and use typemaps to make areas unpassable (yes, Lua can change square's groundtype).
I know. In fact, this very map does use Spring.SetMapSquareTerrainType extensively. The void is set as a zero speed zone. However, the units would still glady drive into it. They won't get out, but still want to go in. So I would end up with piles of units getting stuck on the border, and a tar pit isn't the effect I was looking for.
Somehow, units are more afraid of slope than of no speed, so I use spiky terrain in addition to null speed. It's better, but not enough. The pathfinder still drive units into the void. So I have the gadget place any units found in the void back on nearest tower/bridge if there's one nearby (and explode the unit if it's too far into the void). It's still not enough and units still manage to end up far into the void. But at least now it happens seldom, or in heavy traffic jam, instead of losing half your units each time you cross a bridge.
Also, buildings can still be constructed in null speed zone, but not over spiky terrain. Well, at least in common mods where every building has a MaxSlope.
If you know extra terrain type tags to truely make an area impassable and unbuildable, please speak up.