MegaGlest Forum
Archives (read only) => Glest Advanced Engine => Feature requests => Topic started by: Omega on 22 January 2012, 03:58:14
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Blast, I could have sworn I brought this up before, but I'm either mistaken or lost the thread. As we know, GAE's particle emissions are an integer, meaning it must be a whole number. Particle emission is the number of particles let off each cycle. So a value of 20 would release 20 particles each cycle (a lot), while 1 would only release a single particle. However, that's as low as we can go. MegaGlest has, for quite some time, had the particle emission as a float (meaning decimals could be used). So a value of 0.1 would release 1 particle every 10 cycles.
The reason I think this is so urgent is the fact that we've had a few attempts to use MegaGlest mods on GAE that were halted because of only one inconsistency, this one. It's a reasonably small change that would allow many MegaGlest mods to function on GAE (well, Japanese, at least). At the very least, as a temporary measure, values below 1 could simply be rounded up to 1 (though we should support proper float values for particle emission).
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Agreed, this has my support.
-Zoy
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Having just got the Japanese faction working with GAE (https://forum.megaglest.org/index.php?topic=6103.msg79927#msg79927) thanks to Omega pointing out that multiple animations and floats in the particle definitions were the problems, I'd like to suggest the following;
- If a float particle emission value is found by GAE it could just set it to 1 (or perhaps on float or any other error..?)
- Could GAE just take the first animation definition and ignore following ones rather than CTD?
- Can max-unit-count be added to GAE-4?
The Japanese faction under GAE has no max-unit-count, so the limit of 4 Shinobi units is lost, and this will also affect Ming when I do that soon.
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Having just got the Japanese faction working with GAE (https://forum.megaglest.org/index.php?topic=6103.msg79927#msg79927) thanks to Omega pointing out that multiple animations and floats in the particle definitions were the problems, I'd like to suggest the following;
- If a float particle emission value is found by GAE it could just set it to 1 (or perhaps on float or any other error..?)
- Could GAE just take the first animation definition and ignore following ones rather than CTD?
- Can max-unit-count be added to GAE-4?
The Japanese faction under GAE has no max-unit-count, so the limit of 4 Shinobi units is lost, and this will also affect Ming when I do that soon.
1: C++ wouldn't really work like that I don't think, but anyway, I'm fairly certain that has already been changed in GIT.
2: Long over due feature in GAE, maybe copy it from MG ( along with the new particle features ;))
3: This is VERY possible in GAE, just done in a different way though hidden resources.... I could have sworn Titi said he was going to start using this way too somewhere....
(Next time Kiko, start a new thread... Or search for more relevant threads ( I could have sworn some else started a thread about this topic before....)
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3: This is VERY possible in GAE, just done in a different way though hidden resources.... I could have sworn Titi said he was going to start using this way too somewhere....
personally, i highly dislike this approach to it. I've used both ways of doing it, and i prefer not to use a hidden resource. It just feels clunky....
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Somewhat off topic, but the max-unit-count has one major advantage: if helps the AI. The AI understands the concept better.
1: C++ wouldn't really work like that I don't think, but anyway, I'm fairly certain that has already been changed in GIT.
Has it? I'll have to check, as I failed to find any tickets, etc.
2: Long over due feature in GAE, maybe copy it from MG ( along with the new particle features ;))
Yeah, animated projectiles, particles on tilesets, and all the new particle features MegaGlest has. It's a lot to do, though.
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Somewhat off topic, but the max-unit-count has one major advantage: if helps the AI. The AI understands the concept better.
the whole "hidden resource" just adds more stuff that increases the mod's size. why add a new resource when you can just state one line in the unit's XML?
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Somewhat off topic, but the max-unit-count has one major advantage: if helps the AI. The AI understands the concept better.
the whole "hidden resource" just adds more stuff that increases the mod's size. why add a new resource when you can just state one line in the unit's XML?
True, but in certain cases, hidden resources are more versatile. You could have a choice between three hero units, but only able to have one at a time, for example. Of course, I'd like to see max-unit-count implemented too, not for the extra 5 lines of text, but for the AI improvements and MegaGlest compatability. But this is the particle emission thread, make a new one. ;)
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1: C++ wouldn't really work like that I don't think, but anyway, I'm fairly certain that has already been changed in GIT.
Has it? I'll have to check, as I failed to find any tickets, etc.
http://sourceforge.net/mailarchive/message.php?msg_id=28410134
Daniel.Santos seems to have done it ;)