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In air collisions and Ground/tank collisions

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What are your video ram capabilities btw ? (i know it's not that good of a poll, as the Ram and processor speed both influence the gameplay greatly, but this poll is just a start...)
Poll ended at Tue Apr 03, 2007 4:41 pm
lower than 32mb 0%  0%  [ 0 ]
32mb 29%  29%  [ 2 ]
64mb 14%  14%  [ 1 ]
greater than 64mb 57%  57%  [ 4 ]
Total votes : 7
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 Post subject: In air collisions and Ground/tank collisions
PostPosted: Sun Mar 11, 2007 11:19 am 
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referring to this post:
http://scorched3d.co.uk/phpBB2/viewtopi ... db82acfe11

i would like to add the following:

- weapon in air collisions (even though not probable, they could happen with 0 wind pretty easely...
- weapons to destroy other weapons (for example, let r=the distance from the two closest missiles in the map at time x. when Weapon1 is in r<5 from Weapon2, Weapon 1 will explode and destroy weapon 2)
These missiles could be called anti-missile, counter-shots, or something like that...
they would have a range like shields, and be shot like missiles... they would only activate in case they come into close contact with other missiles.

what do u think about it ?...

As Funky Shakespeare said:
"todo or not todo?"

oh, and u might say, the topic title is "In air collisions and Ground/tank collisions", so where are the ground collisions ?
well, this one is easier to understand: just have the tanks crash into each other when they use fuel and get too close to one another... lets say 50 damage to each tank with normal fuel, 80 damage with the rocket fuel. and 100 damage if they crash while they are both using fuel (doesn't matter which kind each is using)


bye,
Picci
bye,

Picci


Last edited by Picci on Tue Mar 13, 2007 4:41 pm, edited 1 time in total.

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PostPosted: Sun Mar 11, 2007 7:00 pm 
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In air weapon collisions would be great.

Can you even imagine two or three death heads being shot and everyone in the middle ends up being safe because the bombs collided? :twisted:
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PostPosted: Sun Mar 11, 2007 7:18 pm 
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Willis wrote:
In air weapon collisions would be great.

Can you even imagine two or three death heads being shot and everyone
in the middle ends up being safe because the bombs collided? :twisted:


that would also require turning every shot projectile into a targettable
object.. and allow laser-defence. :D
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PostPosted: Sun Mar 11, 2007 11:09 pm 
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firing a laser right over someone's head would blow the projectile they are firing and blow up the one who is firing the missile..(it could be called "defensive laser" as thrax suggested :) )

any objections or technical difficulties to this and to the projectile collision theory ?

hope it becomes applicable to the game ;)

Picci
bye,

Picci


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PostPosted: Mon Mar 12, 2007 12:44 am 
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Picci wrote:
firing a laser right over someone's head would blow the projectile they are firing and blow up the one who is firing the missile..(it could be called "defensive laser" as thrax suggested :) )

any objections or technical difficulties to this and to the projectile collision theory ?

hope it becomes applicable to the game ;)

Picci


I'll take a look at the engine to see how hard this would be. The physics engine has completely changed for v41, so I'm not sure. ;)
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PostPosted: Mon Mar 12, 2007 1:52 am 
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Don't we have enough targets yet? One glitch and....where my shot go and whats hitting me!?!? Was that a deathshead?
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PostPosted: Mon Mar 12, 2007 2:20 am 
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jdog wrote:
Don't we have enough targets yet? One glitch and....where my shot go and whats hitting me!?!? Was that a deathshead?


heh.. you mean.. it's not bad enough when i add apexnodud tags to all my
weapons? Making them mysteriously explode when you fire them into the
cliff in your way?? :P

having all projectiles become solid.. can't be that much. They already
detect impact to any surface. If they strike another solid object that
happens to be a projectile.. both go boom.

whether or not they are given a targetable aspect, like a player tank.
that's up to Dev. It would be interesting to see a Homing Barrage also
take all the shots out of the air as well as bombard players..
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PostPosted: Mon Mar 12, 2007 2:31 am 
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Isn't birds going to be a Deathshead killer in version 41? There targets now too?
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PostPosted: Mon Mar 12, 2007 2:43 am 
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jdog wrote:
Isn't birds going to be a Deathshead killer in version 41? There targets now too?


Hmmm.. :) i like that!

Might make them think twice about firing it indescriminantly into a crowd.

And also add a new fear into the propper waiting time for shots. If the
last player to fire, holds his shot untill a flock of birds flaps into firing
path. :D

Picture it now.. Nick Flings a Funky, hits the plane zooming past, and erases himself.
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PostPosted: Mon Mar 12, 2007 3:16 am 
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Thrax wrote:
Might make them think twice about firing it indescriminantly into a crowd.


Take it from a seasoned vetern.. no, no it won't. 8)
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PostPosted: Mon Mar 12, 2007 3:44 pm 
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cbx550f wrote:
Picci wrote:
firing a laser right over someone's head would blow the projectile they are firing and blow up the one who is firing the missile..(it could be called "defensive laser" as thrax suggested :) )

any objections or technical difficulties to this and to the projectile collision theory ?

hope it becomes applicable to the game ;)

Picci


I'll take a look at the engine to see how hard this would be. The physics engine has completely changed for v41, so I'm not sure. ;)


With the last engine it was possible (and quite easy), with the new one it is also easy but I am not sure about the performance impact of some many moving targets.


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PostPosted: Tue Mar 13, 2007 4:38 pm 
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gcamp wrote:
With the last engine it was possible (and quite easy), with the new one it is also easy but I am not sure about the performance impact of some many moving targets.


how hard would it be to just program a dh for collisions and then play single player to test it by firing two dh's against each other ?... (if that creates no problems i would say the performance wouldn't be affected at all :P)

hmmm, but what if it lowers the FPS with so many objects in the air ?
a) increase the system requiremements and kick out any1 who has a slow pc... which personally i don't find a great idea...
b) keep it as it is.. which is good and projectile collisions may come in v.42 or 43 ;)

i usually play on a p4 2.8ghz, 750mb ram, 32 video ram, which i believe, at least for the video ram, to be quite low... so if some1 needs testing on a pc that has a good processor but sucky video card let me know ;)

bye,
Picci

(btw, adding a poll)
bye,

Picci


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PostPosted: Tue Mar 13, 2007 7:14 pm 
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I don't think there would be that big ofa FPS drop just for things moving around.

Birds / Planes / whatever are still objects, they still exist none the less.

But it's when the explosions take place is when there could be some drop. But not that much...

Take a death head for example. Often all bombs are shown colliding with the ground within a moment of each other. (Flat shots, or high-angle shots) .. and multiply this by 2-3 more death heads will kill the FPS for a second or two.

But when you consider a few bombs detonating earlier, it spreads it out so not everything detonates at once. Which should make things go smoother.

Now.. I would suspect the processing time may increase a second or two because of more objects being made to be kept in sync with each other (I'm ASSUMING random birds, planes, ships, etc.. are NOT required to be in sync)... but that may not be much overall.

-- I could be wrong, but this is my theory on how I suspect things to perform --



One thing that does need to get resolved is when people are forced to turn off ships/birds to get the game to process correctly. People may still need to do it but it would seem weird if projectiles just detonate for what looks like "no good reason".
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PostPosted: Tue Mar 13, 2007 9:56 pm 
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Willis wrote:


One thing that does need to get resolved is when people are forced to turn off ships/birds to get the game to process correctly. People may still need to do it but it would seem weird if projectiles just detonate for what looks like "no good reason".


Ships and birds are forced on in version 41. Can't turn them off.
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PostPosted: Tue Mar 13, 2007 10:06 pm 
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Deathstryker wrote:
Willis wrote:
One thing that does need to get resolved is when people are forced to
turn off ships/birds to get the game to process correctly. People may
still need to do it but it would seem weird if projectiles just detonate for
what looks like "no good reason".

Ships and birds are forced on in version 41. Can't turn them off.


Besides, when we're done with the conversions, it won't be "hitting the
birds" that you have to worry about. It's the Tie-Fighters shooting You!
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