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  • Mar 08 2018 08:14

    gajop on master

    fix modinfo.lua (compare)

  • May 03 2016 13:06

    GoogleFrog on master

    Added turn inertia gadget. Fixe… (compare)

  • May 03 2016 13:06
    GoogleFrog closed #63
  • Apr 23 2016 05:03

    gajop on 1.1

    (compare)

  • Apr 23 2016 04:53

    gajop on master

    bump version (compare)

  • Apr 23 2016 04:47

    gajop on master

    unbreak blood rendering (whoops) (compare)

  • Apr 23 2016 04:45

    gajop on master

    version back to $VERSION Fix custom shaders for non-Nvid… fix volumetric clouds on restart and 9 more (compare)

  • Apr 23 2016 04:45
    gajop closed #71
  • Apr 23 2016 04:45
    gajop closed #72
  • Apr 23 2016 04:43
    gajop closed #14
  • Apr 23 2016 04:30
    gajop closed #56
  • Apr 19 2016 17:34
    smoth commented #63
  • Apr 19 2016 17:33
    smoth commented #63
  • Apr 19 2016 17:28
    smoth commented #67
  • Apr 19 2016 17:27
    smoth commented #66
  • Apr 19 2016 10:45
    gajop labeled #72
  • Apr 19 2016 10:45
    gajop labeled #72
  • Apr 19 2016 10:45
    gajop commented #72
  • Apr 19 2016 10:44
    GoogleFrog opened #72
  • Apr 19 2016 10:41
    GoogleFrog commented #63
Gajo Petrovic
@gajop
i admit it can probably be done like that but don't want to attempt it
Анархид
@Anarchid
the only sane option is to implement (or find) arbitrary-rotation yardmap support in engine and implement unit-unit colvol-to-colvol collisions
and the only way to do that sanely is to implement physics
and shatter all dominant paradigms
Gajo Petrovic
@gajop
I've updated the challenge to bugfix you
arbitrary-rotation yardmaps are "sorta" implemented, they rotate, but the rotation works only for square yardmaps, and poorly at that (needs some callouts to be invoked to "refresh" it)
i thought we already had colvol-to-colvol physics... we don't?!
Анархид
@Anarchid
we have radius-to-radius and point-to-colvol math
we don't have colvol-to-colvol math
and projectiles are point-to-sphere for kinetic (moving) interceptors, and point-to-cylinder for beam interceptors
just for ground units rotatable yardmaps (or ghetto yardxels) are enough
i'll call them yaxels
it is similar to 'yokels' and i like every connotation there
Gajo Petrovic
@gajop
ok i didn't know this
explains a lot actually :P
so colvols are mostly useless for blocking?
Анархид
@Anarchid
they are completely useless for blocking units
Gajo Petrovic
@gajop
yes, just projectiles?
and traceray/click stuff
Анархид
@Anarchid
radii are semi-blocking: they repulse aircraft and optionally repulse ground units but don't prevent pathing or trying to get into the volume
blockmap is blocking but only for ground units
Gajo Petrovic
@gajop
blockmap is the yardmap-created thing?
Анархид
@Anarchid
i think some radii can be very strong at blocking aircraft though
yes
Gajo Petrovic
@gajop
ok
for walls and ground units, rotatable yardmaps would be a solution
Анархид
@Anarchid
one of my cliff feature technology tests had a large feature with a huge radius. ground untis had no prblem because colvol and blocking were zeroed but for it to render i had to have radius
i could even build things on the feature cliff
Gajo Petrovic
@gajop
i see
Анархид
@Anarchid
but for some reason gunships would disappear when completed on the factory :D
Gajo Petrovic
@gajop
hah
anyway, even if we had rotatable yardmaps we couldn't have movable objects, like crates
Анархид
@Anarchid
you can move buildings
one of my first ever reported bugs on mantis was "spring crashes when i move a factory loaded into a transport"
and now you have movecttrl, too
Gajo Petrovic
@gajop
i don't think they're pushable though
so not movable in the gravitas sense
Анархид
@Anarchid
oh you mean like impulse.
Gajo Petrovic
@gajop
i understand: "the only sane option is to implement (or find) arbitrary-rotation yardmap support in engine and implement unit-unit colvol-to-colvol collisions" now
is that really too much to ask
Анархид
@Anarchid
impulse is hackable
have the yardmap bearer structure be slaved to a mobile unit
Gajo Petrovic
@gajop
:D
Анархид
@Anarchid
that was how i wanted to do flying factories for my 2008 game after tryign to reboot it in 2011
Gajo Petrovic
@gajop
imagine dealing with all sort of transforms
Анархид
@Anarchid
dealing? you just copy them
the thing that could go nasty here (out of my head) is that the host mobile unit could collide with the unpathable blockmap tiles
Gajo Petrovic
@gajop
i'm sure there'd be a number of issues
but for now i'll be happy with rotatable yardmaps