elexis Posted July 24, 2018 Share Posted July 24, 2018 Man this is going to be disappointingly hard to code (and code efficiently) to use grids with higher precision than 1 tile in rmgen, but unless we want to stop rmgen development, it has to be attempted (as it's the logically next step). Can you upload the footpath actor? (As mentioned, we should have that in the repository once we start alpha 24.) Quote ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_1x1.xml' ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_3x3.xml' ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_5x5.xml' ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_footpath_corner.xml' ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/structures/decals/spart_footpath.xml' Link to comment Share on other sites More sharing options...
LordGood Posted July 24, 2018 Author Share Posted July 24, 2018 Quote Commit failed (details follow): Can't write to file '/var/svn/ps/db/transactions/21857-1.txn/rev': No space left on device ?? confus Link to comment Share on other sites More sharing options...
elexis Posted July 24, 2018 Share Posted July 24, 2018 We didn't start alpha 24 development yet (so only bugfixes that don't trigger OOS until GDPR and release responsibilities were performed). 1 Link to comment Share on other sites More sharing options...
elexis Posted July 24, 2018 Share Posted July 24, 2018 @Itms svn broken apparently ^ LordGood: file attachment? (If matei, historic_bruno or Philip were still active I could have asked them how to efficiently implement more precise rmgen colllision detection. Perhaps we can reduce the tilegrid size or use the Geometry.cpp functions for obstruction collision) Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 24, 2018 Share Posted July 24, 2018 POGs may be your solution. Link to comment Share on other sites More sharing options...
elexis Posted July 26, 2018 Share Posted July 26, 2018 Who are the pogs? LordGood can you upload the paths (see filenames above) as a file attachment in the forum post? I guess the textures are already committed for other actors? Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 26, 2018 Share Posted July 26, 2018 6 hours ago, elexis said: Who are the pogs? https://wildfiregames.com/forum/index.php?/search/&q=POGs&search_and_or=or 1 Link to comment Share on other sites More sharing options...
Stan` Posted July 26, 2018 Share Posted July 26, 2018 When I saw the pog word, my first thought was this: But premade object grouping is nice too. 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 26, 2018 Share Posted July 26, 2018 2 hours ago, stanislas69 said: When I saw the pog word, my first thought was this: But premade object grouping is nice too. Tazos Link to comment Share on other sites More sharing options...
elexis Posted July 26, 2018 Share Posted July 26, 2018 Ah that, partially yes. They're probably beneifitial in general, but they can't be used to create the arbitrary paths as seen on the screenshot between buildings, unless the inner oppidum is one single actor (but then the collisions are weird and houses should be destructable or capturable individiually). In that case one could create the oppidum in atlas and place that as is in rmgen. Still would be most flexible to have to have an algoirthm doing that, it should be attempted once. 1 Link to comment Share on other sites More sharing options...
LordGood Posted July 26, 2018 Author Share Posted July 26, 2018 heerio path stuff.zip 1 Link to comment Share on other sites More sharing options...
elexis Posted July 27, 2018 Share Posted July 27, 2018 2 Link to comment Share on other sites More sharing options...
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