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Does anyone have an example of a weapon that creates or destroys blocks in gameplay? Without having to enter edit mode.
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As far as I know, there are no weapons which currently have this feature.
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I'm just curious if it's possible to use methods from the editing mode during gameplay, or if there's some kind of block. Like, can i replace the pulse rifle impact code with a "createblock" function, which calls the same functions the editing mode does?
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You probably don't want to do this, because light smoothing on stuff like terrain and curves will be broken. The geometry also won't be optimized anymore.
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Are those rendering steps done only in editing mode? I just played a DM level and entered editing mode, edited some cubes, and started shooting again... can't i force those steps on non-editing mode?
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You have to /remip. It just take about 0.1s maybe one second on huge maps, but it takes too long. I think this is the problem.
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You have to /remip. It just take about 0.1s maybe one second on huge maps, but it takes too long. I think this is the problem.
Then i guess the workaround would be limiting the area affected by the changed cube so that a remip can be localised to the affected place. The real issue is the textures, since creating new faces by adding or removing cubes leaves an unknown. I believe the last thing a mapper would want is trying to texture invisible faces in their map.
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So, when people get into editing mode during a multiplayer battle, and someone edits some cubes, do all players feel this 0.1 s pause?
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So, when people get into editing mode during a multiplayer battle, and someone edits some cubes, do all players feel this 0.1 s pause?
No, the game will invalidate the merged cubes (demipping), which causes a slight freeze at the first editing operation. This breaks light smoothing.
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But is that freeze perceptible for all players? So, if three players are editing the same map at the same time, are "hiccups" caused by cube editing?
If not, i don't see the reason why a weapon that does the same operation would be a problem.
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The other problem is subdivision: if you edit an high-sized cube with a lower-sized one, the game will try to subdivide the cube, which will fail for complex shapes, destroying the geometry. This is impossible to fix.
Last edited by Calinou (2014-09-12 16:16:31)
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The editor allows such modification? If it allows, then, it's no problem since i'm going to use the very same functions of the editing mode.
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i would imagine that if someone were to alter the collision to not only show the collision effect/particle, but was to also have the same effect as using scroll up on a block in edit mode.. i dont know how you'd achieve that but it seems to be the only thing that makes sense xD
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Exactly what i'm trying to do. :D
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well, good luck, i guess :3
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I remembered seeing something similar to this.. And heres the video :3
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