Search found 124 matches
- Tue May 01, 2012 1:08 pm
- Forum: Development
- Topic: Rim wall specific settings
- Replies: 7
- Views: 2440
Rim wall specific settings
Hey all, I'm trying to change a bit rim walls so that each rim wall can have different acceleration, boost and boost factor settings. CYCLE_ACCEL_RIM, CYCLE_BOOST_RIM and CYCLE_BOOSTFACTOR_RIM are used as default but can be changed in the map file. As this requires a change on both server and client...
- Fri Feb 03, 2012 3:22 pm
- Forum: Development
- Topic: Dynamic explosion radius that is relational to cycle speed
- Replies: 31
- Views: 8362
Re: Dynamic explosion radius that is relational to cycle spe
You might want to check where S_BlowHoles is called. There's 1 in timestep that you've patched. There's also 1 in gExplosion::OnNewWall where you also need to adjust the radius. That might be your issue.
Edit: oh, you already did that. I might read the patch till the end next time :p sry.
Edit: oh, you already did that. I might read the patch till the end next time :p sry.
- Fri Feb 03, 2012 4:11 am
- Forum: Development
- Topic: Dynamic explosion radius that is relational to cycle speed
- Replies: 31
- Views: 8362
Re: Dynamic explosion radius that is relational to cycle spe
May be making your radius variable a member of explosion class and moving its computation from timestep method to gExplosion's constructor should fix your problem.
- Wed Sep 28, 2011 12:03 pm
- Forum: Competitions
- Topic: Fort Cup - Signup
- Replies: 172
- Views: 34171
Re: Fort Cup - Signup
name: voodoo
country: france
gid: voodoo@forums
country: france
gid: voodoo@forums
- Fri Sep 09, 2011 1:06 pm
- Forum: Competitions
- Topic: Where is the Ladle (and Fortress) heading in the future?
- Replies: 180
- Views: 29393
Re: Where is the Ladle (and Fortress) heading in the future?
I don't know if it makes sence or if it's feasible but if the idea is to promote attack against defence or more precisely passive defence (like stepdef or sweepbox), it might be interesting to add a mechanism to detect and flag cycles constantly grinding their own wall or the same teammate wall so y...
- Mon Aug 29, 2011 9:43 am
- Forum: Support
- Topic: compiling armagetronad-ct on windows
- Replies: 4
- Views: 1426
Re: compiling armagetronad-ct on windows
Nice. Let me point out that this is an experimental branch and there's probably numerous issues with it (at least 1 annoying bug that might make the server to stop when it becomes empty)
did you build client or dedicated server ? did you compile with scripting enable ?
did you build client or dedicated server ? did you compile with scripting enable ?
- Sat Aug 13, 2011 8:43 pm
- Forum: Development
- Topic: Armagetron to mobile
- Replies: 16
- Views: 5350
Re: Armagetron to mobile
Well, that's not such a great job otherwise you should be able to get more fps. To improve things, you have to turn every vertex array to vbo and take advantage of all static part (rim walls, floor, ceiling, cycle model). You can also tweak textures as wrong textures parameters can have an important...
- Sat Aug 13, 2011 1:57 pm
- Forum: Development
- Topic: Armagetron to mobile
- Replies: 16
- Views: 5350
Re: Armagetron to mobile
here
Good luck cause it's a bit of a mess...
Good luck cause it's a bit of a mess...
- Sat Aug 13, 2011 8:20 am
- Forum: Development
- Topic: Armagetron to mobile
- Replies: 16
- Views: 5350
Re: Armagetron to mobile
What I've done was a quick and dirty conversion of gl immediate calls to vertex arrays calls. There were still issues with textures but FPS was far too low on a iPhone 3G anyway to expect anything correct even using vbo. You can find something in my junkyard but it's not even the last version with s...
- Sun Aug 07, 2011 8:22 pm
- Forum: Development
- Topic: Another idea for the game.....
- Replies: 19
- Views: 5119
Re: Another idea for the game.....
Ooh, that Voodoo's stuff is the proper thing. Why didn't I know of this before? Hmmm, i guess i'm the one to blame, sry about that. I would have talk about it if it was clean enough but i never manage to get time and/or motivation to fix last issues and cleaned up things the way i thought it should...
- Thu Jun 16, 2011 2:19 pm
- Forum: Competitions
- Topic: Pickup: Destroying fort since 2010!
- Replies: 74
- Views: 12920
Re: Pickup: Destroying fort since 2010!
there was a server randomizing teams between each match a while ago, eddie's server iirc
- Thu Mar 17, 2011 9:32 pm
- Forum: Development
- Topic: iPad 2
- Replies: 14
- Views: 3988
Re: iPad 2
My first try was on an iphone 3G and I've just converted immediate opengl code (glbegin/glend) to vertex array. FPS was pretty bad (<15 with only 4 cycles) and even worth for online game. It might worth starting another try, especially considering that gles 2.0 is now compatible with gl 4.1. But tha...
- Tue Dec 28, 2010 11:42 am
- Forum: Competitions
- Topic: Young Tronners vs Old tronners
- Replies: 121
- Views: 19419
Re: Young Tronners vs Old tronners
I'll be on the old side ...
- Thu Oct 28, 2010 2:20 pm
- Forum: Support
- Topic: Delay Command
- Replies: 6
- Views: 1571
Re: Delay Command
Not meant to. I thought this one was fixed. I'll fix it as soon as i get time for it...
- Mon Oct 25, 2010 3:14 pm
- Forum: Support
- Topic: Target Zones
- Replies: 4
- Views: 1242
Re: Target Zones
Each commands should be run once per player. The point here is to avoid running commands continuously while a player remains in a zone...