Er, coupla things

Er, coupla things

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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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Er, coupla things

Post by Argh »

Changed explosiongenerator to use CExpGenSpawnable class instead of CProjectile.
What's this mean? Is it just separating the classes so that ExplosionGenerators aren't "projectiles" anymore? Or are we finally gonna be able to call projectiles from ExplosionGenerators, so that we can implement things like gas attacks, fires that last more than one frame, etc.?

And, um... I submitted a patch on Mantis, to address a specific issue of interest for many mods (like, um... every mod where gameplay is doing strange things because Lasercannons cannot be told not to bother avoiding Trees). It's not committed yet, and I've posted about it in several places. It's a reeeeeeeaaaally simple, small patch, but potentially a very big deal (think how much faster most mods with Collide/AvoidFriendly are, and apply that to Features, think about maps with a lot of Features... and you get where I'm going), so could I please see it committed sometime? :|
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Wait.

Was a couple of weeks before Titan got around to commiting some of my patches, and yet another is still on hold.

Devs have their own code to be looking after!
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Argh
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Post by Argh »

I know. And I'm usually fairly blas├â┬® about it. This is a very big deal in terms of gameplay for my project, though, and the sooner I can playtest with it, the better the resulting game will probably be. That, and I think that a lot of mods will want to use various combinations of Avoid/CollideFeature (CollideFeature is already implemented) in their mods to improve performance and gameplay.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

I imagine CollisionSphereOffset will be of great use to 3do mods...

And get/set UPRIGHT is quite handy too. :wink:

s3o cloaking fix I can imagine will take a while, as noone is really familiar with the code, and although its no huge changes, its a plethora of smaller ones, and I think we can both agree that's an important issue.


I don't doubt your patch will be committed beofre the next spring version, and if you need it for testing beforehand, surely you can use your own compile?
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Argh
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Post by Argh »

Yeah, the get/set UPRIGHT and cloaking fix are both biggies. The CollisionSphereOffset is just kind've in the "about darn time" category ;)
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ILMTitan
Spring Developer
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Post by ILMTitan »

So many patches, so little time. I feel like I'm committing twice as much other's code than my own, which is not necessarily a bad thing. I also lost about a week and a half getting spring building in Eclipse. I'll commit FLOZi's CollisionSphereOffset, then look at your's, Argh, if no one else beats me to it. I also feel the need to test patches I commit, which means I am learning a to edit the mod/unit files a little.
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