Development Blah: Comments

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Weyrman
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Re: Development Blah: Comments

Postby Weyrman » Thu May 24, 2012 3:32 am

Of course I play with the thief turned on, what else are smart bombs for, other than to leave in doorways as he always comes back to you. :mrgreen:
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Re: Development Blah: Comments

Postby Sirius » Thu May 24, 2012 4:28 am

Alter-Fox wrote:But he never steals your ammo rack. I wonder what would happen if he could steal it and you had, like, 20 homers or somesuch. They'd detonate and destroy your ship I bet :P.

I expect you would be stuck with 20 homing missiles and couldn't pick up any more until you were back below 10.

Boring, but ... yeah. Unless there were some special cases programmed into the game it wouldn't do much.
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Re: Development Blah: Comments

Postby karx11erx » Thu May 24, 2012 9:18 am

Alter-Fox wrote:IBut he never steals your ammo rack. I wonder what would happen if he could steal it and you had, like, 20 homers or somesuch. They'd detonate and destroy your ship I bet :P.


That's explicitly mentioned in the code: Parallax didn't implement that because they didn't know how to handle excess ammo and missiles. I'd say just drop them where the ship is ...

... and this is what D2X-XL will now do (only in D2X-XL levels for the sake of compatibility ... :roll: )
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Re: Development Blah: Comments

Postby Woodpecker » Thu May 24, 2012 10:31 am

Does the thief have an animation for the actual theft, i.e. is it possible to watch the thief steal a weapon from a player? If so, does that go for the energy thieves as well?
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Re: Development Blah: Comments

Postby Sirius » Thu May 24, 2012 4:28 pm

:hah: @ Parallax.
It's really not that hard. I mean, the spew code is already there, you can just use that...
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Re: Development Blah: Comments

Postby Alter-Fox » Thu May 24, 2012 4:56 pm

May not have been a question of that.
Parallax may have gone that route just because they figured it wouldn't be fun to lose your ammo rack and half your missiles. Coding vs Game Design :lol: .
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Re: Development Blah: Comments

Postby karx11erx » Thu May 24, 2012 7:09 pm

Alter-Fox,

you are speculating a lot as of late here. The comment in the code explicitly ask about what to do with the excess ammo. No mention of game fun issues.
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Re: Development Blah: Comments

Postby Hawkins » Sat May 26, 2012 5:46 am

karx11erx wrote:[...] From all I know about Devil, its last big advantage over DLE will then be it's corridor tool, and this will be the next thing I will add to DLE.

:drool:
This is it. FOSS projects benefiting from each other to both become better. DLE is growing even more a powerful editor by the day. Devil still has it's own editing mentality in many areas, however, taking the positive and unique features from it that bind naturally with DLE's mentality, makes for a complete level editor on the grounds of DLE. (the corridor wizard being very essential and currently missing from DLE for example (a good example)) Good job!
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Re: Development Blah: Comments

Postby Sirius » Sat May 26, 2012 7:02 am

Sounds like the tree could somewhat accelerate the find-adjacent-side function of the texture aligner as well. Not that it looked slow last I used it, but if you have it, I guess you might as well use it!
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Re: Development Blah: Comments

Postby karx11erx » Sat May 26, 2012 9:32 am

It probably could - interesting idea. I need to look into that.
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Re: Development Blah: Comments

Postby Sirius » Tue May 29, 2012 3:42 am

Meanwhile, I have a rewrite of the alignment reset function done, just need to wait for a SVN revision that compiles so I can test it :)
I've special-cased it for triangular faces so it does less work for those - should run a little faster, not that I've ever heard many complaints about that anyway...
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Re: Development Blah: Comments

Postby karx11erx » Tue May 29, 2012 8:34 am

Oh - I have just rewritten the child alignment function myself, using the new AVL edge tree to create a list of all connected faces with a common attribute (configurable via a derived strategy class). This will help in finding all sides connected to a given edge.
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Re: Development Blah: Comments

Postby Sirius » Tue May 29, 2012 3:22 pm

Ah, yes, I think I spotted this - I was working on SetUV though.
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Re: Development Blah: Comments

Postby Hawkins » Wed May 30, 2012 1:33 am

Karx, about the corridor wizard. As I had volunteered in the past to work with DLE's curve generator, having these ideas in mind (merge/expand DLE's feature) I offer to sort (and improve if possible) the math out. (the generation algorithm or whatever) However I might take my sweet time with this, so any-one other please feel obliged to volunteer. :P
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Re: Development Blah: Comments

Postby karx11erx » Wed May 30, 2012 8:05 am

The main gripe I am having is the horribly hard to read code. It's like looking at an almost solid wall of characters. :no:

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