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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 7:34 pm 
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Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
i think i get it..
looks like landscape doesn`t have specific number (24). it has some avarage number. In different schemes, different objects/weapons can override some layers and push things in-between them.
I will post updated version soon.. or maybe after 5th January.. coz i have a train in a few hours :o

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 Post subject: Re: Christmas Snow
PostPosted: Fri Jan 04, 2013 11:43 am 
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Joined: Sun Apr 08, 2012 1:09 pm
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Location: Ukraine, Kyiv
Alright, updated.

Try this new one.
If you will have perhabs one scheme where snow is on top - let me know please :)

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 Post subject: Re: Christmas Snow
PostPosted: Fri Jan 04, 2013 7:01 pm 
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Joined: Sun Apr 08, 2012 1:09 pm
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Location: Ukraine, Kyiv
Alright.. sorry for another update, but i made a mistake previous one.
After many hours of boring tests i`ve figured out that snow landscape layer is based on how many other objects pre-placed on map. And game counts only OilDrums and Mines (which is available to control from WA scheme editor).
As more objects we have on map, as less layer`s number we should have for snow.
That also explains why we had different results with Kaos scheme and my weap scheme. Kaos scheme has 0 mines and crates, my scheme had 8 (now 20) mines and crates.
Playing with this values and 3 different schemes i`ve made a formula that allows to make good layer number for snow, to be shown behind the landscape.
tested it on small and large maps, from 0 to 100 objects. All works just as it should.

So here is an Update.

Also.. i`ve made an ice-effect (http://px.worms2d.info/forum/viewtopic.php?f=13&t=559)(losing viscosity + increasing speed if slippering is angled) as separate lib, which is small increasing from 0 to 90% every turn. It affects to all of the objects on map. Enjoy!

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 Post subject: Re: Christmas Snow
PostPosted: Sat Jan 05, 2013 10:58 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
It works perfectly now! GJ man!

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