Author Topic: [done] Please restore stone fragments in worker model when digging stone/gold  (Read 4241 times)

victorj

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   I Wanted to back again the fragments of stone/gold, particles splash:
Glest had a feature that would drop pieces, rock fragments, when the worker works with pick in his mine, wonder if the fragments of stone, can be added of back?, I wonder why the MegaGlest remove this feature implemented in Glest?, It's amazing how the community has removed this feature in MegaGlest.
    I wonder was this feature removed, unnoticed by the community? developers should know this.
 Feature of stone fragments is what I wanted again in MegaGlest :D . I want to know what you all think of it.  :-X

Edit (tomreyn): Better thread title
« Last Edit: 25 September 2012, 13:51:50 by tomreyn »

tomreyn

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Re: Back of Stone Fragments
« Reply #1 on: 20 March 2012, 14:13:03 »
You're requesting a feature to be (re-)added, so I've moved this request to the features requests forums. Please make sure you post to the right forums.
One more request: Can you please try to use machine translation such as Google translation or Systranet before you post. It doesn't fix everything but it can still help to better phrase what you are trying to say. I find your posts more difficult to understand than others.

To answer your question: I wasn't aware that this shrapnel effect was lost. If it's possible to re-add it without too much hassle then I'd support this request.
« Last Edit: 20 March 2012, 14:20:15 by tomreyn »
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softcoder

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Re: Back of Stone Fragments
« Reply #2 on: 20 March 2012, 14:30:09 »
It was removed because it actually caused an in game bug. When you want to select units it auto selected miners because the splashing pieces went into the selection rectangle and this very annoying to many. A scan through the bug forum should find this bug related to unit selection.

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Re: Back of Stone Fragments
« Reply #3 on: 20 March 2012, 17:17:54 »
Oh, this explains it. I wasn't aware that these little pieces of rock are what caused the drawbox selection issues. This was fixed in MegaGlest 3.4.0, I think, but I think it was not discussed very much on the forums (look at the 5th issue in this thread, though).

Maybe a way to reintroduce this could be particle effects for workers? I'm sure this would mean quite some work, though. On the other hand it did look nice.
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John.d.h

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Re: Back of Stone Fragments
« Reply #4 on: 21 March 2012, 04:07:59 »
I think the easiest way would be to revert to the old animation that includes the fragments, then make the fragment mesh(es) non-selectable, which is trivial to do and is what GAE's modified Magitech already has.  If you just copy over that version to the Megapack, you'll be good to go.

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Re: Back of Stone Fragments
« Reply #5 on: 23 March 2012, 03:11:29 »
I think the easiest way would be to revert to the old animation that includes the fragments, then make the fragment mesh(es) non-selectable, which is trivial to do and is what GAE's modified Magitech already has.  If you just copy over that version to the Megapack, you'll be good to go.
Namely this G3D. For the reference, meshes can be toggled as selectable or non-selectable using the G3DHack tool.
« Last Edit: 18 June 2016, 18:42:36 by filux »
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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #6 on: 16 June 2012, 11:09:33 »
NICE!; i just found the article about G3D hack!, I will most defently make use of this!, i allready know of a model that's been causing me problem because it is selectable.
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victorj

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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #7 on: 16 June 2012, 11:36:07 »
NICE!; i just found the article about G3D hack!, I will most defently make use of this!, i allready know of a model that's been causing me problem because it is selectable.
I think this feature be added back because it was the feature That made ​​the game more beautiful and more real. Should could add in a way there was that not bug.

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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #8 on: 16 June 2012, 11:58:14 »
The "particles" you are talking about are not MG particles. They are simply part of a model. importing the GAE tech worker would solve this problem.
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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #9 on: 16 June 2012, 20:11:54 »
titi removed this "particles" because you can select a worker like 10 cells away from the main model!!!
so if you treid to select your army somehow a worker is selected too beacuse the model lets the particles fly so far
so if this should be readded we must make a new particle system or something like this
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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #10 on: 16 June 2012, 21:25:41 »
titi removed this "particles" because you can select a worker like 10 cells away from the main model!!!
so if you treid to select your army somehow a worker is selected too beacuse the model lets the particles fly so far
so if this should be readded we must make a new particle system or something like this

No, we can just use G3D hack to set the non-select flag.
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titi

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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #11 on: 16 June 2012, 21:29:09 »
I don't know anything about a "non select flag" in the glest model format
The way it was initially made was just buggy and caused many trouble when selecting units. It will not come back!
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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #12 on: 16 June 2012, 23:12:34 »
It's a GAE extension to the g3d format. Not really documented anywhere... besides code:
Code: [Select]
enum MeshPropertyFlag{
mpfCustomColor = 1,
mpfTwoSided    = 2,
mpfNoSelect    = 4
};

I've updated the exporter, so that this is accessible in blender too.

titi

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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #13 on: 16 June 2012, 23:19:04 »
uh, does this mean GAE has an incompatibel model format now? Or is it just an unused bit?

( even if its just a bit the result will be incompatible gameplay wise :-/ )
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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #14 on: 16 June 2012, 23:29:18 »
It's compatible. Mesh properties is 32 bit wide, no problems there. The new flag is just ignored by other engines as it was unused before. Btw, this is far from new, added more than a year ago by silnarm. Probably not well known as you could only set it with g3dhack.

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Re: Back Stone Fragments, Particles of Stone Splash
« Reply #15 on: 17 June 2012, 08:37:30 »
are we SURE this does not work on Megaglest?, I used the hack on a file, and after that my unit's worked better. i have some models that are spawned on top of each other and there was a clear difference?, Was that just a coincidence?.
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@Yggdrasil: you are right its not really incompatible, but just think about this worker example. It wil work as expected in GAE, but in MG it will cause very bad selection problems when box selecting units. Lets see if we can add this to MG too. We have two different selecting methods now. One by color picking and the other one made the old way.
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titi

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This "mpfNoSelect" is in MG (svn version ) too now. Can someone test this, I don't know how to do :/ .
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Coldfusionstorm

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Titi il promise il test it out one of the comming days!, im just a bit busy, so.

Feel free to highligt me on IRC if i seem to have forgotten it or you want a eta.
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titi

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does it work?
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Coldfusionstorm

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yes it does.
It's a very nice feature for me!

Thanks
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titi

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Re: Please restore stone fragments in worker model when digging stone/gold
« Reply #21 on: 10 September 2012, 12:08:11 »
Just for info (in svn ):
I changed several tilesets now using this feature. ( and it works in tileset objects too now )
So the problem where some ferns/flowers/bushes surrounding a tree affected the selection in game should be solved now.
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tomreyn

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Re: Please restore stone fragments in worker model when digging stone/gold
« Reply #22 on: 12 September 2012, 10:14:47 »
That's pretty cool. And while I guess I don't understand the details involved, it seems like it should now be possible to act on the original request and make the stone fragments appear again when a worker is digging stone/gold?
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titi

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all done now
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