Lighting engine is already implemented, I might just copy some rendering stuff from there to render FOW, instead light. That method won't even require FBO that would eat performance as lighting engine do.
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Lighting engine is already implemented, I might just copy some rendering stuff from there to render FOW, instead light. That method won't even require FBO that would eat performance as lighting engine do.
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Andrez: That is ridiculous. 3D render does not affect FOW at all. It does not effect any code related to the gameplay... And this is going to be server-sided option, or map option in the end. So both players will see the same mode. Also it looks like you don't really know how FOW works. The situation you have shown is usual to happen with current FOW system.
And that's the point of 3D walls - is that you can hide behind them. It's not a bug, it's a feature.
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And that's the point of 3D walls - is that you can hide behind them. It's not a bug, it's a feature.
Im just saying its more difficult to find players, and my whole point was to make it server sided so yea it's not so ridiculous.
Still, you gotta check that thing about shooting, it was like 50% (or even more)harder to see the bullets spray compared to the bullets with non 3drender
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SQ: nice job you did to building, I like it. Don`t you think obstacles should be "fixed" somehow except for drawing them under player`s guns to show they`re obstacles. not walls? May be add some height to player sprites?
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We are going to add height to the sprites. It's in the progress.
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edited 1×, last 15.03.17 12:41:47 pm
Maybe add a special maximum minimal value to them? like a:
All obstacles may be from 4 up to 16.
And walls from 32 to w/e value you want.
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Why not leaving freedom of choice for the map maker?
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It's up to the map creator. We should support all the nonsense they can come up with...
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There will be limits for the wall sizes of course.
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If i use for example wall texture with bricks.. would it scale it so much? Or you will add something that would make them looks else?
Also:
Is there height value for dyn_walls? if i use two different tile-walls on one tile:
tileframe is 20(wall) for exmaple, and it's height is 64.
And entity on it with frame 30(propertie-wall), and it's height is also 64 or anything else.
What would it looks like?
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Yes, but what do you think about their looks? I will repeat:
You're not repeating anything, you're just clarifying your very vague post which can be misunderstood 50 trillion ways. Be clear, assertive and provide as much information as possible.
Anyway, no idea. What do you suggest? Do you have a solution to this problem?
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edited 2×, last 15.03.17 05:42:07 pm