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ClaytoniousRex

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Posts posted by ClaytoniousRex

  1. The first beta of the GUI scenario editor for DropTeam is now ready for anyone who would like to try it out.

    You can download it here.

    Introductory documentation is here.

    The current release is for Windows only. Source code for the editor is available on request with a completely unrestricted license.

    Feedback, comments, and bug reports are welcome.

    EditorShot.jpg

  2. You should now be prompted to update again and the fix will download (it's very small). Sorry for the bad release of 1.1.7, everyone! For the next 24 hours only, anyone who sees me in person is allowed to swat me (open palm and one time only!)

  3. ...is now available via Update. You should be prompted to update automatically the next time you run DropTeam.

    1.1.8 fixes a crash for Windows users that was introduced by a bad deployment of 1.1.7.

    Changes in the original 1.1.7:

    </font>

    • Fixed server crashes</font>
    • Fixed slider buttons on tac display sometimes not responding to clicks</font>
    • Fixed campaign bugs</font>
    • Performance optimizations</font>
    • Fixed handling of unstable objects</font>
    • Increased acceleration for MBT's</font>
    • Added 90mm AT turret</font>
    • Improved bot formation driving</font>

    [ October 03, 2006, 02:46 AM: Message edited by: ClaytoniousRex ]

  4. Yes, there are 3 special Names that CollisionBoxes can have. LeftTrack and RightTrack work just like their Contact counterparts (this is to make the tracks work when colliding with other objects instead of the terrain - such as driving on top of a bridge, for example). Also, the special name "Prone" for a CollisionBox can be used if the box is on an Infantry object. In that case, the box will only be active when the infantry is prone. You can use this to have one set of boxes for the standing infantry and a different set for the prone position.

    Yes, your summary about position and lengths is correct.

  5. Yes, that's exactly how they work.

    For the existing vehicles, we put the SpottablePoints at the highest point, usually with one at the front and one at the back (so you can spot them when they only stick their nose or tail out of cover). We tried to only use 2 like this in order to minimize the amount of raytracing going on (it's pretty expensive).

  6. How can force be applied? Is there some way to voluntarily do that telescoping? Is there a limit to the telescoping?
    The telescoping is limited with HiStop and LoStop. There's no way in the XML to attach a motor this kind of joint at the moment. If you need it, let us know what your plans are and we'll see what we can do...

    <Spread>:

    How does that compute?

    If you take a vector that is pointing in the shooting directiona and normalize it to unit length, then this vector is what the spread is applied to. The deviation for each outgoing round is a random from -1 to 1 * spread. So 0.45 is quite a tremendous spread!

    Your description of Contact is correct!

    Saw the docs on procedural objects, Toby and it's a good start - thanks for taking the time to get that one going!

    EDIT: yes, Poesel, units of measure for lengths are meters.

  7. This is a really good idea and it gives the cmd track more direct relevance than it has now. Toby's "whichever is closest" rule works really well for a first pass. LOS sharing could then be added pretty easily afterward.

  8. Neutrino, that's how the scoring is working now except that it doesn't clamp to a maximum number of points. This is for the reasons outlined by Alex: the objective has to remain the focus for that game type.

    The Mercury and Cutter do, indeed, seem to absorb an awful lot of hits at the moment. Will get on the test range and see what I can find out...

    jby, do you mean some kind of irregular shape for the objective area?

    As for the 76mm, we've been very close for a long time now to making it overpenetrate. This alone would probably give it that little bit of extra "ummph" that it needs.

  9. For some reason the lead bot decided to place them all in the same spot?
    Yes. Looking at why they sometimes do that now. If you're on that team, then you can right click and extract the misplaced turrets and place them properly.
  10. 2- Gotta find out whats causing the one sided faces problem. (You can see the face from one side, but not the other)
    Faces are always going to be one-sided. If you really do *need* 2-sided faces, then we will have to give you a tag that enables that. Rendering all faces of an object this way generally causes a ton of redundant rendering to happen for the end user (since he can't see most such faces on any closed object). That's why we don't render things as 2 sided normally. So the question is: do you really need that? It's better, if possible, to make your model "well formed", which is to say it is a closed shape with no infinitely thin planes.

    3- Gotta find out how to put the treads in there, and make em animate. (Get the tread texture on em)
    The 2 tracks should be named LeftTrack and RightTrack. The meshes themselves should be so named. DropTeam looks at the names of the meshes as it loads a model and in the case of the tracks it uses those 2 special names to know that they need to be animated. Map your texture to the tracks so that the texture can be repeated along the V-axis. At runtime, DropTeam will move the V texture coordinate and leave the U coordiante alone.

    And, yes, the General is quite right - everything must be triangulated (if you don't do this, it may even crash).

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