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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Tue Jan 08, 2013 8:17 am 
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Atr0x wrote:
is there a way to disable rain and snow in cavern maps?


oh.. sure.
need add variables that check if there is a cavern map.
need make an update

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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Wed Jan 09, 2013 3:57 am 
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but when it rain and snow, the terrein becomes sticky and then returns to normal when it is fine weather?

can u do a more realistic weather?
I think:
when it rains increases the viscosity of the terrein, when it snows more viscosity, and with good weather the terrein dries slowly.
:mrgreen:

the visco.pxl make this...or only increase the viscosity ?


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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Wed Jan 09, 2013 10:15 am 
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Atr0x wrote:
but when it rain and snow, the terrein becomes sticky and then returns to normal when it is fine weather?


wrong.

visco.pxl works this way:
game starts with normall terrain, normal visco and normal slippery.
Turn by turn, very slowly, terrain becomes more slippery until reaches the limit: 90%.
Visco.pxl is pretty simplified and individual lib, it has no relationships with weather library.

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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Wed Jan 09, 2013 12:03 pm 
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PyroMan wrote:
Atr0x wrote:
but when it rain and snow, the terrein becomes sticky and then returns to normal when it is fine weather?


wrong.

visco.pxl works this way:
game starts with normall terrain, normal visco and normal slippery.
Turn by turn, very slowly, terrain becomes more slippery until reaches the limit: 90%.
Visco.pxl is pretty simplified and individual lib, it has no relationships with weather library.



can you integrate it in the library of the weather in order to make the libs more realistic?

it could be fantastic!


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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Fri Jan 11, 2013 1:22 pm 
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ATTENTION!!
Critical p_weather FIX!

Game will desynch ALL the time when snow runs between turn.
As soon as i added stickyness, i forgot to limit the moment when it adds. Snow still adds pixels on map when turn ended and that coused DESYNCHRONISATION.
Now it works only when worms are active, that fixes eveything.

Update your p_weather.xpl please!!!

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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Fri Jan 11, 2013 1:36 pm 
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Ah, so you found what caused the desync problem we had, very good :)

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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Fri Jan 11, 2013 1:55 pm 
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-raffie- wrote:
Ah, so you found what caused the desync problem we had, very good :)


damn.. after testing again, its still does that... AGRRR
pixel-making couse desynch atm. use weather without stickyness (: i will temporary delete archive with stickyness.

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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Fri Jan 11, 2013 2:31 pm 
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i hope this isn't similar to stickied arrow bug


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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Fri Jan 11, 2013 2:38 pm 
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StepS wrote:
i hope this isn't similar to stickied arrow bug

can`t say anything about. Maybe.
now im playing 3rd game with stickyness off - it works fine, players still in game. With stickyness on - we couldn`t finish 1 game even. All dropped. So.. apparently its about it. Why this happens - i can`t say.

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 Post subject: Re: p_WEATHER (variable Snow/Rain/Nothing effects, w/lightni
PostPosted: Fri Jan 11, 2013 2:47 pm 
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PyroMan wrote:
StepS wrote:
i hope this isn't similar to stickied arrow bug

can`t say anything about. Maybe.
now im playing 3rd game with stickyness off - it works fine, players still in game. With stickyness on - we couldn`t finish 1 game even. All dropped. So.. apparently its about it. Why this happens - i can`t say.

are the frames synchronized? for example, GS->Tick is for actual logical frames, not the game frames (all the lags and pauses are counted)


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