ground and speed

ground and speed

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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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

ground and speed

Post by emmanuel »

is a feature existing about reductiv move for cathegorie
exemple :
soft ground stop tanksd ,1/4 for kbotss,1/2 for spider ,full for hover
wood ground stop hover 1/4 for tanksd, 1/2 for kbotss, full for spider
etc...
by texture caractere maybee
(seem to see that in some rts....)
...
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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

When you make a map, you can define a typemap that does this. No separate category for spiders 'though.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

not sure whether spiders count as kbots or vehicles in terms of terrain...kbot cos it walks? or vehicle cos it comes from adv vplant?
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I think it has to do with whether they are always upright, or whether they tilt with the slope of the terrain. That would make Spiders into Vehicles if it were true
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emmanuel
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Post by emmanuel »

in same rts the ground texture have a movement modifier...

and i sugest to add a slop/speed modificator for not hav just max slop where the unit is full speed at 29°sloop or stoped at 30°slop
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Weaver
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Post by Weaver »

There's a whole lot that could be done with the terrain and movement. But does making things more complex and accurate increase the CPU load too much? Or more likely does adding it to the todo list increase the developer load too much?
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PauloMorfeo
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Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

emmanuel wrote:in same rts the ground texture have a movement modifier...

and i sugest to add a slop/speed modificator for not hav just max slop where the unit is full speed at 29°sloop or stoped at 30°slop
I don't think that is how it works...
Units already slow down when going up a slope.
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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

PauloMorfeo wrote:
emmanuel wrote:in same rts the ground texture have a movement modifier...

and i sugest to add a slop/speed modificator for not hav just max slop where the unit is full speed at 29°sloop or stoped at 30°slop
I don't think that is how it works...
Units already slow down when going up a slope.
The effects are the same whether they are going up down or across the slope.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

well it makes sense for kbots, they still have to watch where they are walking downhill. maybe vehicles could have a bit more accelaration and top speed when sloping down? or is that too difficult?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Weaver wrote:...
The effects are the same whether they are going up down or across the slope.
Are you sure? I clearly remember k-bots slowly climbing the mountains of Small Divide while going down very fast...
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