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Silier

WFG Retired
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Everything posted by Silier

  1. @Freagarach There is not currently such function in IcmpRangeManager. But CmpRangeManager has tools to pretty fast say if given position is explored by given player. You need to add this into ccmprangemanager and bind it with interface call in icmprangemanager Should do the trick virtual bool isTileExplored(CVector2D pos, player_id_t player) { int i = (pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); int j = (pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); CLosQuerier los(GetSharedLosMask(player), m_LosState, m_TerrainVerticesPerSide); return los.IsExplored(i, j); }
  2. Update: Fixed behaviour of vision in water and improved detection of hills. Now unit will see up to the top of hill. So you will have not black holes unless hill is flat. Sometimes side of hill will not be detected if there is smaller hill before it and blocks vision of unit but I am afraid further improvement would need more complex computation and checking. Compiled version in first post.
  3. thnx excelent material for testing problem solved @wowgetoffyourcellphone I am sorry but I cannot reproduce your problem at all. What OS do you have?
  4. @nani could you send me replay with bug? In svn los is computed in stripes from bottom of vision range to top. I changed computation to squares going from position to vision range borders. Although I had to remove incremental update of that stripes and replace it with total remove and add as it were before it was optimised. To the current blocking I have boolean map matching los map strucute. As I said I go from entity position out. So In every iteration I check first height and if still visible then I check related tiles which could block vision from position and when I have d result I update related boolean map for next iteration and show hide tile for player.
  5. For start I plan only depending on terrain height and entity height. For example: towers will have bonus and will see over hills that are lower then their height. It could work with structures if their height would be added / substracted to terrain height in some cache to avoid obstruction checking when updating visibility.
  6. Step 1: Entity does not see terrain higher than its position. [done] Step 2: Entity does not see terrain behind hills [done] Step 3: Entity height influences how high can see (height from outpost's footprint allows to see what is on the hill) [maybe better to use some new parameter than footprint ? ] Step 4: Performance [maybe will not be needed] Last build version Windows: pyrogenesis.exe (outdated version) Related diff: https://code.wildfiregames.com/D1905
  7. @Alexandermb hi, there are two animation files in biped/rider/cavalry/generic: attack_shield_b_cut attack_shield_cut_b is there some difference in animation?
  8. Thank you for report. Possible problem has been identified
  9. hi, is this still relevant or has been solved? looks just like only you need to add empty line into the config file.
  10. this one? https://trac.wildfiregames.com/wiki/ReviewingPatches
  11. yeah, here is the thing. Should it be some special visual object or just last dostroyed tower rendered with some special efect?
  12. To delete position which is no longer attached to wall and to draw them with opacity instead green color
  13. @gameboy if you want you can try this one and post some feedback https://code.wildfiregames.com/D1190
  14. repaired or rebuild?
  15. There have been discussion on irc about some strings in game. Acording to author (irc nick: nad) they have not clear meaning. full log: http://irclogs.wildfiregames.com/2019-04/2019-04-30-QuakeNet-%230ad-dev.log 18:06 < nad> But the word can be translated into many different ways. 18:06 < nad> In other words, there is a lot of meaning. 18:06 < nad> It is necessary to specify. 18:16 < nad> "Cost" -> "Production Cost" 18:16 < nad> "Speed" -> "Moving Speed" 18:16 < nad> "Health" -> "Health Points" 18:16 < nad> "Gather Rates" -> "Gathering Speed" 18:16 < nad> "Loot:" -> "reward for the enemy when This unit is killed:" 18:16 < nad> "Trained by:" -> "Production Building:" 18:16 < nad> "Builds:" -> "the structure that this unit can build:" 18:16 < nad> "Counters:" -> "Counters Ability:" or"Most skilled:" and "Counters: 3x vs. Cavalry." -> "Counters Ability: It's 3x stronger in battle with the great cavalry."
  16. Maybe he reinstalled with windows 10 and had XP before ?
  17. Do you mean this message: This is often caused by UDP port 20595 ? That can be because host has not opened internet ports or does not forward packets, firewall is blocking connection, ... (maybe forgot some reason). If it is another UDP error, please tell us what exactly is the error message.
  18. well if you can not join only SOME games, there is nothing we or you can do about it. It is issue of the player who host that game. Difference would be if you was not able to join at all.
  19. Hello @Radek, There are more information needed to find a reason why you have this problem. By hosting a game do you mean, that another people actually can connect to your match and play? Could you locate log files and attach them ? They can have useful information. Be aware they get rewrite every time you start application, so to be usefull, you would need to reproduce this problem and then attach them here. If you do not know where to find them, take look here please: https://trac.wildfiregames.com/wiki/GameDataPaths Have a nice day
  20. Then make it the same look always, not only when window resolution is narrow to display it in first row ?
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