So far so good. There's no visible performance hit as of yet.
Next thing I have to do (after changing the VTOL flight height maximum) is compile a Master version of FlaME with the 'GUTS' support and get a quick test map made.
I'm getting tired though and it's been a long day, so I may do that tomorrow.
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Probably another thing that needs to be tried is camera movement. So that it didn't dig into the ground on low views.
Anyway, i'm sure we had stretched heights in master at some point, but that was removed. Is anybody aware of this story?
Great job, NoQ! I believe that covers everything. Loos great btw.
@Rman: Haven't checked yet. I went to bed early last night since I haven't slept much at all during the current heat wave. Had errands to run and bills to pay today, and more business to do later on this afternoon (Grandson's b-day party .. and yes, I'm somebody's grandfather ). I probably won't get to it until tomorrow, so if anyone else cares to change the height, be my guest.
Gramps!! Wow. I thought only me and Kim were the anchient ones.
I messed around with the function years ago trying to figure out how to deal with vtol speed bump stalls but I ain't doing anything like that anymore. Just FVMs work and taking into account these type changes in my Machinima component shoots. If this works out I'm visuslizing being able to do some hair-raising vertigo camera work.
I think this shouldn't be altered at all. It's "above terrain", not "above zero". In vanilla VTOL_HEIGHT_MIN==250 is less than maximum terrain height. I didn't check though.