Search found 1328 matches

by Emdek
14 Jan 2013, 10:40
Forum: Ideas and suggestions
Topic: Energy shields
Replies: 44
Views: 18505

Re: Energy shields

Best approach, add support to engine for such effects (unless already doable?) and let mods explore possibilities. Then (optionally) reconsider which path would be best (maybe as poll) and add it in game.
by Emdek
14 Jan 2013, 10:38
Forum: Mapping / Modding tools & discussions
Topic: How to add new campaigns to 3.2
Replies: 25
Views: 12602

Re: How to add new campaigns to 3.2

aubergine , I still don't like that approach (too verbose). ;-) What about replacing it be (un)locked property set by scripts? That would be one clear solution to directly tell game that given mission (or missions, in complex case, like story branching or showing the same event from different persp...
by Emdek
14 Jan 2013, 10:33
Forum: Scripting
Topic: Camera moves
Replies: 18
Views: 20383

Re: Camera moves

@Emdek: I don't see how it's opening pandoras box, or how it could cause security issues. Exposing too much surely is security issue, starting from mischievous addons that could make UI not usable (like removing essential UI controls or cluttering it so much that it becomes unresponsive etc.) to fu...
by Emdek
13 Jan 2013, 18:07
Forum: Scripting
Topic: Camera moves
Replies: 18
Views: 20383

Re: Camera moves

Once JS API gets functions for GUI, nutters like me will be creating map editors, mission editors, cutscene editors and all sorts of other stuff, bundled as challenge maps :) I'm afraid that this could be like opening Pandora's box. :-D Especially if we won't have proper (and secure) infrastructure...
by Emdek
13 Jan 2013, 18:04
Forum: Mapping / Modding tools & discussions
Topic: How to add new campaigns to 3.2
Replies: 25
Views: 12602

Re: How to add new campaigns to 3.2

aubergine, wouldn't be enough if such mission simply wouldn't be listed as required by any other mission?
Also, for what are used separate INI files for each mission? What would those contain, map definitions or what?
by Emdek
13 Jan 2013, 17:59
Forum: Ideas and suggestions
Topic: Fluid dynamics - death to water tile?
Replies: 14
Views: 9871

Re: Fluid dynamics - death to water tile?

Yeah, that should be purely backwards compatible.
Anyway, we will probably need some kind of physics library sooner or later anyway (not only in case of this idea) if we want to progress. :-)
by Emdek
13 Jan 2013, 17:52
Forum: Ideas and suggestions
Topic: Energy shields
Replies: 44
Views: 18505

Re: Energy shields

The Overlord , that idea from Star Wars would be maybe better as additional kind of turret, which would protect nearby units and structures against specified kind of weapons. I'm against shields being just additional generic defense layer, just make them effective against specified types of weapons...
by Emdek
13 Jan 2013, 17:45
Forum: Coding
Topic: Generating seabed heightmap
Replies: 16
Views: 14592

Re: Generating seabed heightmap

Shadow Wolf TJC, surely it need to use compatible basic concepts, then the only issue is to get someone to work on more than one map parser (I'm planning to have readers for all map types supported so far by WZ in my map editor). ;-)
by Emdek
13 Jan 2013, 17:41
Forum: Other Talk
Topic: Homeland Security Warning: Disable Java from Browsers
Replies: 10
Views: 4406

Re: Homeland Security Warning: Disable Java from Browsers

Interesting, I'm curious if that is the same issue in more escalated form or something new.
by Emdek
13 Jan 2013, 01:10
Forum: Other Talk
Topic: Homeland Security Warning: Disable Java from Browsers
Replies: 10
Views: 4406

Re: Homeland Security Warning: Disable Java from Browsers

I've heard similar warning back in December...
I believe that it could be patched already...
by Emdek
13 Jan 2013, 00:58
Forum: Scripting
Topic: Camera moves
Replies: 18
Views: 20383

Re: Camera moves

aubergine , I'm not sure that everything should be built-in in game engine, even if done entirely by scripting and being optional, it's just rendering engine. :-) For sure it makes sense to be able to quickly preview such thing using game engine but I'm not sure if adding editing support into it is...
by Emdek
13 Jan 2013, 00:51
Forum: Ideas and suggestions
Topic: Fluid dynamics - death to water tile?
Replies: 14
Views: 9871

Re: Fluid dynamics - death to water tile?

Shadow Wolf TJC, yes, as long we don't have (officially) navy those changes are only aesthetic (plus consistency, since seabed is no longer random), but required for that feature. :-)
by Emdek
13 Jan 2013, 00:48
Forum: Ideas and suggestions
Topic: Thoughts on diff-mods and INI files.
Replies: 50
Views: 17146

Re: Thoughts on diff-mods and INI files.

These are still not available? I remember that you proposed them and asked for them many times more than half year ago, so I suspected that those are already available in some form... Anyway, those would be useful also in other cases (I remember that you wanted to use them to collect data for AIs le...
by Emdek
13 Jan 2013, 00:43
Forum: Mapping / Modding tools & discussions
Topic: How to add new campaigns to 3.2
Replies: 25
Views: 12602

Re: How to add new campaigns to 3.2

aubergine wrote:Reiterating: The ini isn't defining what level comes next. That's done in the script.
OK, then we agree at some basic stuff. :-)
But I'm still against optionalproperty, since it is not useful to scripts at all, but more for users that dig into campaign definition. ;-)
by Emdek
12 Jan 2013, 18:44
Forum: Ideas and suggestions
Topic: Fluid dynamics - death to water tile?
Replies: 14
Views: 9871

Re: Fluid dynamics - death to water tile?

Goth Zagog-Thou , my approach is also simple, at least from user perspective, since all "hard" things are to be done by engine. User would only need to setup height map (already required, except seabed) and then "spill" some water in specified place (doing that until it will get...