Search found 124 matches

by voodoo
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...
by voodoo
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.
by voodoo
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.
by voodoo
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
by voodoo
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...
by voodoo
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 ?
by voodoo
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...
by voodoo
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...
by voodoo
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...
by voodoo
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...
by voodoo
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
by voodoo
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...
by voodoo
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 ...
by voodoo
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...
by voodoo
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...