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Bug with Stingers shooting from underground

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Date Editor Before After
4/6/2019 3:03:50 AMPTrankraaar before revert after revert
4/6/2019 3:03:41 AMPTrankraaar before revert after revert
4/6/2019 3:03:07 AMPTrankraaar before revert after revert
4/6/2019 2:19:54 AMPTrankraaar before revert after revert
4/6/2019 1:54:54 AMPTrankraaar before revert after revert
Before After
1 ew 1 ew
2 \n 2 \n
3 I completely disagree. 3 I completely disagree.
4 \n 4 \n
5 I'd say having a tall unit sticking out of some terrain feature not be visible when it should is a MUCH BIGGER FAIL than the inconsistency of having it visible while the ground is shaded darker than the other visible surroundings. 5 I'd say having a tall unit sticking out of some terrain feature not be visible when it should is a MUCH BIGGER FAIL than the inconsistency of having it visible while the ground is shaded darker than the other visible surroundings.
6 \n 6 \n
7 \n 7 \n
8 The LOS colouring relevance as an indicator of LOS radius is also important and boosts the case for viewing tall stuff within it even if it's base is occluded by terrain. 8 The LOS colouring relevance as an indicator of LOS radius is also important and boosts the case for viewing tall stuff within it even if it's base is occluded by terrain.
9 \n 9 \n
10 \n 10 \n
11 \n 11 \n
12 as for how this could be implemented, I dunno the engine specifics, but maybe 12 as for how this could be implemented, I dunno the engine specifics, but maybe
13 \n 13 \n
14 - some tall units just get visible if within airLOS (through lua gadgetry?) 14 - some tall units just get visible if within airLOS (through lua gadgetry?)
15 \n 15 \n
16 OR 16 OR
17 \n 17 \n
18 engine changes: 18 engine changes:
19 - add modrule groundLOSHeightThreshold, default 40 19 - add modrule groundLOSHeightThreshold, default 40
20 - add modrule groundLOSExtraLayers, default 2 20 - add modrule groundLOSExtraLayers, default 2
21 - calculate groundLOSExtraLayers extra LOS layers called groundLOS1,groundLOS2,etc. which would check points multiples of "groundLOSHeightThreshold" units above the ground height, after calculating groundLOS0 21 - calculate groundLOSExtraLayers extra LOS layers called groundLOS1,groundLOS2,etc. which would check points multiples of "groundLOSHeightThreshold" units above the ground height, after calculating groundLOS0
22 - visibility of ground units with height > N*groundLOSHeightThreshold would be ruled by groundLOS(N+1) (or airlos if N+1 > groundLOSExtraLayers) instead of normal ground LOS (groundLOS0) 22 - visibility of ground units with height > N*groundLOSHeightThreshold would be ruled by groundLOS(N+1) (or airlos if N+1 > groundLOSExtraLayers) instead of normal ground LOS (groundLOS0)
23 \n 23 \n
24 \n 24 \n
25 calculating this could be optimized as 25 calculating this could be optimized as
26 - a spot only has groundLOSN coverage if it has airLOS coverage ( assuminr airLos > los) 26 - a spot only has groundLOSN coverage if it has airLOS coverage ( assuming airLos > los)
27 - a spot with groundLOSN coverage also has groundLOS(N+1) coverage (this means you'd only need to calculate groundLOS1 for spots that failed groundLOS0) 27 - a spot with groundLOSN coverage also has groundLOS(N+1) coverage (this means you'd only need to calculate groundLOS1 for spots that failed groundLOS0)
28 \n 28 \n