Project X Forums
http://px.worms2d.info/forum/

F.O.W Mole Fort Tactical
http://px.worms2d.info/forum/viewtopic.php?f=12&t=2083
Page 3 of 5

Author:  Zed [ Sat Aug 13, 2016 9:13 pm ]
Post subject:  Re: F.O.W Mole Fort Tactical

MagicMole != NullObj check might be required. Ill try to look into it l8r.

Author:  Resurrection [ Sun Aug 14, 2016 11:27 am ]
Post subject:  Re: F.O.W Mole Fort Tactical

Here is the code that causes desync in mole library:
http://ideone.com/2KKIw0

i marked the code that could be the issue with "DESYNC".

I believe its because Mine needs to be created in another way.

Author:  Zed [ Sun Aug 14, 2016 12:20 pm ]
Post subject:  Re: F.O.W Mole Fort Tactical

I predict that "MagicMole->initdesc.Team" causes it, because digging mole is not a normal CMissile (it has name, probably has no team as well).
Ill test it.

edit: I'm actually not sure what you mean by "desync". In my tests mine spawns normally with your method of spawning. Is it only multiplayer?

About pxparticles, I've never used them (except copying and pasting sentrygun), can't tell much. Although it seems to me, that you are spawning them in M_DRAWQUEUE, while kilburn spawned them in M_FRAME.

Author:  Resurrection [ Sun Aug 14, 2016 9:25 pm ]
Post subject:  Re: F.O.W Mole Fort Tactical

To clarify for anyone stumbling upon this, desync was because an integer was modified in M_DRAWQUEUE when it was supposed to be synchronized in M_FRAME only.

Author:  Resurrection [ Wed Aug 17, 2016 4:42 pm ]
Post subject:  Re: F.O.W Mole Fort Tactical

New update. Super mole now leaves a trail of "poop" when its digging. When it explodes a mine spawns.
I have tested the code with Flame online and we figured out the desync problem was in fact the super mole particle code. Its commented out if anyone want to take a look, line 361.

Author:  Resurrection [ Mon Aug 22, 2016 12:02 am ]
Post subject:  Re: F.O.W Mole Fort Tactical

Far sight now is colored by team.

Credits when game starts and it now tells game rules.

Lantern particle amount reduced by a lot and made prettier/visible.

The team color issue (FOW visibility bug) continues to be broken..
Trying to figure out how to check each team color, so there would be an error if they are wrong, telling the players to rehost.
For now it checks if there are ==2 team colors and throws an error otherwise.

It seems like its only the two first team colors that matters for FOW bug, for example if first team is Red and the other Blue the remaining teams can be in whatever order.
These order have been tested and works: RBRRRB and also RBBR. But the inverse causes problems: BRBBBR. Maybe the first two team colors must have the first one a "smaller" color than the second.. red-blue, green-purple, blue-yellow ..

Author:  Zed [ Mon Aug 22, 2016 7:14 pm ]
Post subject:  Re: F.O.W Mole Fort Tactical

Never had problems with FOW, whats wrong? Colors are from 0 to 5 btw, different from team number i think. Don't remember too well, tested it long time ago.

default method of getting color of the team was int GetTeamColor(int Team)

Author:  Resurrection [ Mon Aug 22, 2016 9:28 pm ]
Post subject:  Re: F.O.W Mole Fort Tactical

Yeah sure but where is the array of players/teams?

BTW, Got an idea to randomly generate some caverns to mix up the games.

Author:  Resurrection [ Tue Aug 23, 2016 12:05 am ]
Post subject:  Re: F.O.W Mole Fort Tactical

UPDATE CAVERN GENERATION

The big (PX_FOW_MOLE_FORT.png) map now generates caverns.
You want caverns for the small map? No problem, edit line 165 in lantern2016.pxl caveSupported = 1;

Only tested once online so there might be problems..


Image
Image
Image
Image

Author:  Resurrection [ Tue Aug 23, 2016 9:30 pm ]
Post subject:  Re: F.O.W Mole Fort Tactical

Added cloud generation. Its just inverse cave generation, really. Looks great tough!

Edit: Added chance to spawn up to two sentry guns in each fort.

Page 3 of 5 All times are UTC
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/