range issue
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Hammerle
- Greenhorn
- Posts: 8
- Joined: 09 Mar 2010, 20:46
range issue
Hi there,
i have a new idea.
It would be great to have the visible look range and the weapon range.
To have two diffrent circuls around an object.
Maybe white for the range of viewing and red for the weapon range.
regards,
Hammerle
i have a new idea.
It would be great to have the visible look range and the weapon range.
To have two diffrent circuls around an object.
Maybe white for the range of viewing and red for the weapon range.
regards,
Hammerle
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n2large0shirt
- Trained

- Posts: 53
- Joined: 14 Aug 2010, 07:08
- Location: Wisconsin
Re: range issue
Sounds like an interesting idea... you should consider posting it here: http://sourceforge.net/apps/ideatorrent ... eatorrent/

~Elderly before my time.~
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cybersphinx
- Inactive

- Posts: 1695
- Joined: 01 Sep 2006, 19:17
Re: range issue
Actually, shift-f12 does that (at least in cheat mode).
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n2large0shirt
- Trained

- Posts: 53
- Joined: 14 Aug 2010, 07:08
- Location: Wisconsin
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Hammerle
- Greenhorn
- Posts: 8
- Joined: 09 Mar 2010, 20:46
Re: range issue
Hi Cybersphinx,
great exacly like this!
But it would be nice to have the circles also on the minimap for a better overview.
So it should be easier to put the artillery, radar and so on.
best wishes,
Hammerle
great exacly like this!
But it would be nice to have the circles also on the minimap for a better overview.
So it should be easier to put the artillery, radar and so on.
best wishes,
Hammerle
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KukY
- Regular

- Posts: 1859
- Joined: 20 Mar 2009, 21:56
Re: range issue
In current version still out of debug mode, but in next ones only in debug.cybersphinx wrote:Actually, shift-f12 does that (at least in cheat mode).
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cybersphinx
- Inactive

- Posts: 1695
- Joined: 01 Sep 2006, 19:17
Re: range issue
Actually, it'll just be disabled in multiplayer, since it's implementation is horribly inefficient, and drags down the framerate quite a lot which is bad for sync (on my system with a somewhat old Radeon X800 it went from 40fps to 30fps with sensor range shown for just one unit).KukY wrote:In current version still out of debug mode, but in next ones only in debug.
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Tenoh
- Trained

- Posts: 359
- Joined: 18 Nov 2008, 15:06
Re: range issue
i think its just old game engine showing its age.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
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Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: range issue
...no.Tenoh wrote:i think its just old game engine showing its age.
If anything, an old game engine would run extremely quickly on modern computers.
This is, on the other hand, an extremely inefficient algorithm designed mainly for testing purposes. If we have time, we will rewrite it to be efficient (and look nicer), and when that happens it will be available for multiplayer.
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Tenoh
- Trained

- Posts: 359
- Joined: 18 Nov 2008, 15:06
Re: range issue
Now that you mention, you right, this old engine should run faster since it was designed for old comps.And since it cant handle many units like other games it probably really got many extremely inefficient algorithms ^_^.Zarel wrote:...no.Tenoh wrote:i think its just old game engine showing its age.
If anything, an old game engine would run extremely quickly on modern computers.
This is, on the other hand, an extremely inefficient algorithm designed mainly for testing purposes. If we have time, we will rewrite it to be efficient (and look nicer), and when that happens it will be available for multiplayer.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
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Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: range issue
Actually, that... is something else entirely.Tenoh wrote:Now that you mention, you right, this old engine should run faster since it was designed for old comps.And since it cant handle many units like other games it probably really got many extremely inefficient algorithms ^_^.
The inability to handle many units is a problem with multiplayer specifically, and multiplayer, well, multiplayer wasn't written very well, I guess.
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cybersphinx
- Inactive

- Posts: 1695
- Joined: 01 Sep 2006, 19:17
Re: range issue
There might be inefficient code for multiplayer as well, but also the model rendering is slow. As mentioned above, I get 40fps with 60 units on the screen (and 30 with ranges shown for one of them), but 60fps if those units are moved away, in the campaign. And that is a problem of the drawing functions being ported to OpenGL, without optimising them for it.
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n2large0shirt
- Trained

- Posts: 53
- Joined: 14 Aug 2010, 07:08
- Location: Wisconsin
Re: range issue
This is all very interesting!
I personally think that the best application of the range visualization would be for placing turrets and artillery, for anything else (say you select 10 units) it becomes impractical because you cant tell what range belongs to what unit...
I personally think that the best application of the range visualization would be for placing turrets and artillery, for anything else (say you select 10 units) it becomes impractical because you cant tell what range belongs to what unit...

~Elderly before my time.~