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Violence_4.1

By The_Yak
Rating:

5 way lava crystal underworld, V3 has lots of fixes including lavasplosions. Made by The_Yak(lwagner5465@gmail.com)
Size: 22 x 22

PLAY ON THIS MAP


Downloads: 131
Manual downloads:
http://api.springfiles.com/files/maps/violence_4.1.sd7
http://spring1.admin-box.com/maps/violence_4.1.sd7


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9 years ago
New texture to reduce eyestrain and Anarchid's crystal rings around metal spots


+4 / -0

9 years ago
CArankTheMooseIsLoose:
That texture seems way too repetitive.
+0 / -0


9 years ago
The lava texture? If you have a better one I'll add it to the pack.
+0 / -0

9 years ago
Try combining two textures with a different scaling factor.
+1 / -0

8 years ago
Invincible mexes ftw

I'd suggest marking as unsupported if this isn't fixed.
+1 / -0
8 years ago
Whose fucking idea was it to add those crystal rings to the mexes without checking if they have fucking hitboxes?
+1 / -0
8 years ago
Unkillable mex and error spam
+1 / -0


8 years ago
Error spam is fixed for next v, the mexes I'll have to look into. Same rings as coagulation marsh so I assumed they were okay.
+1 / -0


8 years ago
Un-everythinged.
+2 / -0


8 years ago
The reason for mexes' huge collision volumes would be not the feature itself, but its placement method. On Coagulation it works because the gadget which automatically places the metal spot features sets collision volume data for the placed feature to a matrix of zeroes.
+0 / -0
8 years ago
quote:
Whose fucking idea was it to add those crystal rings to the mexes without checking if they have fucking hitboxes?
In features\crystal.lua it says
hitdensity

"0", blocking=false, footprintX

0, footprintZ = 0
, - perhaps someone thought he had taken care of it.
But iirc "blocking" is not for projectiles, "hitdensity" never existed and footprints get clamped to be at least =1. (see wiki)
(hitdensity-tag is one of the old myths that somehow refuse to die, despite open source.)

Btw why is the addTideRhym() stuff never used? Tide goes up, tide goes down, you can't explain that!
+1 / -0


8 years ago
quote:
(hitdensity-tag is one of the old myths that somehow refuse to die, despite open source.)

That's what happens when prior art comprises a major part of "documentation".

Are there ways to remove collision volumes from a feature from within the featureDef?
+1 / -0


8 years ago
The usefulness/functionality of the feature blocking tags was removed some time between Spring 94.1 and 95.0. This was done as part of Kloot's program to remove unit/feature/weapondef tags which could be runtime modifiable and make them the responsibility of gadgets.

I wrote a gadget to fix the game side features and it is probably affecting the map features as well.
https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/feature_blocking_tag_implementation.lua
+0 / -0


8 years ago
Blocking seems to work, it's the collision volumes that are problematic.

Anyway, yes it's possible to fix in featureDef by setting collisionVolumeScales = [[0,0,0]].
+0 / -0


8 years ago
quote:
Blocking seems to work, it's the collision volumes that are problematic.

Anyway, yes it's possible to fix in featureDef by setting collisionVolumeScales = [[0,0,0]].


This makes the features disappear.

quote:
Btw why is the addTideRhym() stuff never used? Tide goes up, tide goes down, you can't explain that!


Lavalevel was locked to 0 so hovers could float on top of lava. Seemed like a good idea at the time, in practice it's something that I never see used on the map.
+0 / -0


8 years ago
quote:
This makes the features disappear.

0_0 but but the mex placer on Coag does just that, except via lua rather than in the def...

I guess there's no way around it, then, a gadget is needed.
+0 / -0
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