IPB

Welcome Guest ( Log In | Register )


> #0003 -- BuildingTypes and related bugs
SeekSomethingNew
post Jul 31 2009, 05:20 PM
Post #1

Stealth Tank
Group Icon

Group: Members
Posts: 1,025
Joined: 31-October 06
Member No.: 208
Alliance: GDI
Favorite game: Tiberian Sun



HyperPatch Development Discussion #0003

Topic Theme: Adding possible new logic's to BuildingTypes, fixing existing bug and moving some global values to BuildingTypes.

This topic is for everything related to BuildingTypes, what new things would you like to see? What bugs would you like to be fixed? And what global values (eg. SpotlightAngle= for example) moved to BuildingTypes to have a wider arrange of visual effects and logic's

-Hyper

This post has been edited by CCHyper: Aug 3 2009, 12:12 AM


--------------------
Go to the top of the page
 
: | +Quote Post
 
Start new topic
Replies
Bittah Commander
post Aug 1 2009, 01:23 AM
Post #2


Forum Administrator
Group Icon

Group: Administrators
Posts: 1,340
Joined: 1-October 06
From: The Netherlands
Member No.: 5
Alliance: GDI
Favorite game: Tiberian Sun



It shouldn't be a problem if the tilting frames are optional... And it would indeed also be better if there'd be an option between 32 and 8 facings (and maybe even also 16 facings) for SHP units.
By the way... When making an SHP unit with a lot of facings, isn't it just reordering the frames after rendering them (if that's even necessary) which takes a lot of work (although FAFAIK the frames can be rendered in the exact order they need to be in)?


--------------------
Go to the top of the page
 
: | +Quote Post
Lin Kuei Ominae
post Aug 1 2009, 08:54 AM
Post #3


Stealth Tank
Group Icon

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun



QUOTE (Bittah Commander @ Aug 1 2009, 02:23 AM) *
maybe even also 16 facings for SHP units.

This doesn't work as you need the 8 main directions and the remaining 8 frames can't be arranged to make a round rotation.
I think we let Hyper decide how and if he implements the 32 facings animated turret. He now knows for what and how it's needed so i think he can find a good solution.

@Machine: The upgrade stuff is a really great idea. Also the way you intend it to work seems extremely versatile. I hope Hyper can implement this.
I just wonder what would happen if you have a building with 1x1 foundation and then add a 3x3 upgrade on it. Though maybe the foundation could be ignored as soon as the game reads the upgrade logic.

This post has been edited by Lin Kuei Ominae: Aug 1 2009, 08:55 AM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
Go to the top of the page
 
: | +Quote Post



Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 13th May 2025 - 08:57 AM


XGhozt.com