FlameThrower: Proposed Modification - Page 5

FlameThrower: Proposed Modification

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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Snipawolf
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Post by Snipawolf »

Hmmm, I would expect that in at least 8 months, maybe more!
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Lava-spewing volcanoes should be very easy... 'cept that we cannot:

A. Have Features run a COB script
B. Call Projectiles from a COB script (except for fire events)

Um, as for the rest, I am sure we will work something out.
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TechnoTone
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Joined: 23 Aug 2005, 22:02

Post by TechnoTone »

KDR_11k wrote:I don't think it'd work easily for missile trails, that's a lot of particles and having each missile emit that much would kill the framerate. You'd either have to reduce the rate or just paint a similar graphic on the texture loaded as the missile trail.
I don't suggest using it for all missiles. I'm thinking just nukes and the like.
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Caydr
Omnidouche
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Post by Caydr »

Argh wrote:Lava-spewing volcanoes should be very easy... 'cept that we cannot:

A. Have Features run a COB script
B. Call Projectiles from a COB script (except for fire events)

Um, as for the rest, I am sure we will work something out.
He's talking about a "gaia" player... basically an AI that map objects can be assigned to. So what he said is possible, to an extent.
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Snipawolf
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Post by Snipawolf »

Is it possible to have that acid with a gravitational/ballistic effect?

XD that would OWN!
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

so how do we get those prette flames working Argh?
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Argh
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Post by Argh »

It's not in Spring yet. I'm still discussing things with JC. It's been a very useful conversation (er, at least for me, I think he's mainly humoring me lol) because I'm basically taking a crash-course on Certain Things while getting the code accepted. I think this last round will be final...
imbaczek
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Post by imbaczek »

Learn C++ in 7 Days by JC? 8)
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Argh
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Post by Argh »

It's a pretty good course ;) I went from How to Compile to What the !*@*! is a Float3 in about 6 days :roll:
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Caydr
Omnidouche
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Post by Caydr »

When I get a break, I should see about learning at least some basic C++... maybe contributing more than just mods.

As soon as the new flamethrower code is finalized and committed, could someone please make me a compile? I'd like some time to make sure AA takes full advantage of this new effect.
esteroth12
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Post by esteroth12 »

Argh wrote:What the !*@*! is a Float3
what 5 letter curse are you using? :P

flamer looks awesome, don't let it slip through .73b1! ;)
Sheekel
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Post by Sheekel »

Wow, thats awesome. Hope to see it in-game
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KDR_11k
Game Developer
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Post by KDR_11k »

Float3 is a vector of three floats, of course!
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Argh
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Post by Argh »

Actually, it's just a container for three floats that just happens to use x, y, and z. Using it as a vector is purely optional. That's the standard usage in OpenGL, but in Spring it's been also used as a handy container for moving RGB values around "packed". Pretty natural thing to do, really, since they both use three values... plus a fourth, in the case for texture rendering, that is used for the global alpha (which is then cross-multiplied with the bitmap alpha values).
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Acidd_UK
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Post by Acidd_UK »

It's actually a class and has such useful methods as .Distance2D() and such.

I have to say though, the Normalise() method, that actually normalises the vector and returns itself, rather than returning the normalised vector (wiothout changing the vector) screwed me up for a quite awhile before I sussed what was going on.
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KDR_11k
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Post by KDR_11k »

Argh: A vector is nothing else, maths don't dictate that vectors must be used for coordinates or such.
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Argh
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Post by Argh »

The current state of the code. I am sending in the relevant code patch and files to Yeha.

Image
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Das Bruce
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Post by Das Bruce »

Schwing.
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Argh
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Post by Argh »

Want to play with it? You'll also need these. And I assume that anybody that downloads this is smart enough to know what to do with them ;)

Warning: it doesn't play nice with NanoBlobs. Dunno why- it works great with XTAPE, and it compiled (about 1 million times, lemme tell you- this wasn't a quick patch) nicely. No garantees with any other S3O-based mod. But that probably has to do with some borked thing with VC++EE- this is not a buggy version of Spring, so long as the mods don't have S3Os in them. If it is reassuring to everybody, none of the code I'm working with had the remotest chance of breaking those mods- it's a compiler problem and it's specific to me and my setup, I strongly suspect.
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Zoombie
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Post by Zoombie »

Very nice looking flamethrower. IS it possible to make it green, and there fore make a gasthrower?
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