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


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Bittah Commander
post Aug 1 2009, 01:05 PM
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I was thinking of 16 facings because the ships in RA1 have it... Also, if you have the normal 8 facings and you'd add facing in between all of those facings, you'd have a perfectly round rotation for as far as I can tell.


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Lin Kuei Ominae
post Aug 1 2009, 01:52 PM
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I just draw a small diagram and had to notice that 16 frames indeed work. sorry. (i think i mixed it up with 24 which doesn't work)
So 8,16 and 32 would be fine. 8 for tiny units like infantry, 16 for medium like Wolverine and 32 for big units should give them all enough detail while keeping at the same time the frames number low.

But while you are talking already about ships, a working TurretOffset for SHP units would be nice. Maybe also support for multiple turrets.
Big base defenses with multiple turrets would be a nice addition too.

This post has been edited by Lin Kuei Ominae: Aug 1 2009, 01:59 PM


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Rampastring
post Aug 2 2009, 09:29 AM
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This is not directly related to the topic, but how about adding a "AudioVisual.ExtraBuildingLight=[floating point]" key to the game (ExtraBuildingLight to the AudioVisual section)? It would help darker maps like the two spotlighted MP maps on my signature and many others (as far as I remember some TI maps are also having very dark buildings, at least in my opinion. Don't know if the staff thinks the same). The key could work like the other Extra light keys.

Also, would it be possible to make the maps' lighting settings affect buildings (see this)
QUOTE (The DvD)
When the engine switches to the ion storm mode, all terrain and objects, regardless of what palette they use will use the hue set in the ion storm map lighting settings. Obviously something was 'switched on' when the ion storm started.

I wonder if it would be possible to modify the game so that this is 'switched on' in normal gameplay too.. It would certainly make the game look much better!


This post has been edited by ^Rampastein: Aug 4 2009, 11:41 AM


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