Wall attributes.

Designed a level that creates new, exciting, and challenging Armagetron game play? Or maybe just something funky. Put it right here.
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Post by wrtlprnft »

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char const *pointer = "src/tron/gParser.cpp";
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Post by QUARG »

Ok i went into parser.cpp (which i guess is c++) and found this...

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else if (isElement(cur->name, (const xmlChar *)"ObstacleWall", keyword)) {
            parseObstacleWall(grid, cur, keyword);
...what exactly is obstaclewall? Is it different from <wall>?

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Post by Z-Man »

QUARG wrote:...what exactly is obstaclewall? Is it different from <wall>?
Ignore it, it's not functionally different from <wall> and only there because it was in the first few iterations of the map format. For new features, you can ignore everything not in the current DTD.

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Post by 17na »

Jonathan wrote:
sinewav wrote:alpha channel
Oh, and someone implement depth sorting, depth peeling, ray tracing, or such. :)
hey dont forget bloom support :)

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Re: Wall attributes.

Post by Jonathan »

Nice revival...

My comment was about transparent walls not working that well. Also, I'm not exactly a bloom fan. Leave that to flowers.

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Re: Wall attributes.

Post by Phytotron »

It can be done.
sakura-preview.jpg (24.87 KiB) Viewed 1339 times

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