Page 1 of 3
Im not dead...
Posted: 27 Dec 2005, 23:59
by aGorm
But you could be forgiven for making that mistack. However progress on a new map is finaly well underway, while I can post a shot of teh map, I can prove taht I am infact still doing stuff. Check my pimpin features....
And you can expect me to reales this as soon as the next version of spring comes out.
In other words... the reason i cant give you an ingame screen shot is because someone broke spring and all features have inverted faces which obviolsy looks ... stupid.
aGorm
Posted: 28 Dec 2005, 00:03
by Kixxe
It's late and i have to go to bed soon, so i'll make it short.
You... are... awesome!!!
That is all.
Posted: 28 Dec 2005, 07:30
by Warlord Zsinj
I never got that map you tried to send, aGorm...
Posted: 28 Dec 2005, 10:36
by aGorm
Realy?? what not the second time either?!?! Well, it wont work at teh mo anyway cause of the inverted features bug. You'd get weird ass screen shots!!
aGorm
Posted: 28 Dec 2005, 11:37
by Michilus_nimbus
But... what about the tree map?
Posted: 28 Dec 2005, 11:42
by aGorm
Spring cant handle the tree map properly yet... I wish it could but i just dont work quite right. Im trying to get zaphod to fix things up for me, but it will take time, so I'm working on somthing that will be releasable first. (The tree map is only good for screen shots at teh mo, which is why Warlord wants it)
aGorm
Posted: 28 Dec 2005, 23:45
by aGorm
This Image, brought to you by Version 0.66b1... (so features show up...)
Not finished (I wanna place the features better...) but it shows the good progress i have made.
aGorm
Posted: 29 Dec 2005, 12:06
by zwzsg
I was expecting big features I could hide behind, not tiny features that I won't even see.

Posted: 29 Dec 2005, 12:19
by SwiftSpear
I wasn't.
Posted: 29 Dec 2005, 13:16
by AF
Those maps remind me of those orange skinned celebrities you get nowadays.
Posted: 29 Dec 2005, 13:18
by SwiftSpear
mmmm, I've never been that close to an orange skinned celebrity...
Posted: 29 Dec 2005, 13:56
by aGorm
I was thinking of upping there size by about... well not quite double, but nearly. They will have dam weird collisions if i make them too big (wall are afterall, thin and long...)
Also... Im actuly on someelse comp at the moment and wooo, does it look orange. However its not calibrated corectly, so if everything looks to orange its because you havnt tuned up your monitor!
(maybe ill tone the orange down slightly though...

)
Was thinking of doing a couple of buildings to... (square shaped ones... hah, collision detection cant beat me that easily) and they will be much better for hiding behind.
aGorm
Posted: 29 Dec 2005, 14:23
by AF
Why cant you make the logn thin walls non-blockign so collision doesnt affect them, btu then add smaller features inside that have smaller collision spheres but no visible attributes, that way a long thign structure would ahve lots of smaller features inside it to provide a long thin collision zone.
Then all you need to do is rig it so that when the features go bang, the smaller features are destroyed by the larger one. Of course usign this method, you cant make these features reclaimable ebcause that would leave an invisible no go zone.
Posted: 29 Dec 2005, 14:43
by aGorm
The wall are indestuctable anyway. And non-reclamible. I guess I could do that but well have to see how it works if i do.
aGorm
Posted: 29 Dec 2005, 18:58
by zwzsg
aGorm wrote:They will have dam weird collisions if i make them too big (wall are afterall, thin and long...)
Spring uses the
FOOOOOOOTPRIIIIIIIIINTS!!!!!
Exemple:
Inside the file "blabla_celebrity_wall.tdf"
[OrangeWall01]
{
world=All Worlds;
description=Ruin;
category=ruin;
object=orange_celebrity01,
footprintx=1;
footprintz=6;
height=15;
indestructible=1;
blocking=1;
hitdensity=100;
damage=2000;
}
Then you will have a 1x6 wall, no matter what is the model like.
Posted: 29 Dec 2005, 19:29
by Masse
zwzsg is going berzerk

its not been said clear enought before that it uses footprints nowdays

but now everyone sees red

Posted: 29 Dec 2005, 19:42
by Torrasque
Hopefully , zwzsg is here to restore the Truth

(hum,iirc they use the sphere AND the footprint to detect a collision, no?)
Really nice wall aGrom. I don't know why, but they make me think to ut2004.
Perhaps a bit small.
Posted: 29 Dec 2005, 21:41
by raikitsune
and thus as zwzsg dealt down the killing blow to the unbelivers all knelt down and hailed him as their saviour
Posted: 30 Dec 2005, 12:32
by aGorm
OH NO IT DOES F***ING NOT!!!
You think me, aGorm, would be lying to you? They do not use the footprint size, NO MATTER WHAT YOU SAY, I should know, becasue I've tested it out!
Anyway, I have teh final say becasue I can quote Zaphod himself:
Jelmer says:
zwzsg is wrong
PS, Jelmer is Zaphods MSN name....
aGorm
Posted: 30 Dec 2005, 12:45
by jcnossen
Then again, if it's only about features, zwzsg is probably right, it simply marks the feature on the blocking map giving it "footprint" collision.
Sorry aGorm

However weapon collisions are probably sphere... I'd have to look through a lot of code to be clear about it though...