Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Collapsing roofs
Re: New Feature: Collapsing roofs[message #337287] Tue, 28 October 2014 14:37 Go to previous messageGo to next message
smeagol

 
Messages:2711
Registered:June 2008
Location: Bremen, Germany
Just tested if roofbags are affected in-game with the 7616.exe (the one with the bugged handgrenade code).

Turns out they aren't. Same is true btw for rooftop ventilation.

If the roofs get destroyed, sandbags and the roofvents keep floating in midair.

Good map to test this is D2 SAM site, as that map contains both roofbags and ventilators.





Re: New Feature: Collapsing roofs[message #337298] Tue, 28 October 2014 18:06 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
DepressivesBrot
No need to dig in ancient code, just ask smeag. He's using roofbags very liberally in his fortress sectors.


yes !

it good !!

==
now possible make some like this .. -
http://static.panoramio.com/photos/large/67996815.jpg


http://bigpicture.ru/wp-content/uploads/2011/04/2309.jpg

(with real-time light move !!! (dream Very Happy ))


===

http://img-fotki.yandex.ru/get/6417/126877939.25/0_84b13_75d92d83_XXL.jpg


==
http://world.lib.ru/img/i/iwashkowa/beersheva/beersh9.jpg





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Re: New Feature: Collapsing roofs[message #337299] Tue, 28 October 2014 18:12 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010

==
also question ...

what with not-flat roofs ?
(pyramidal)

they also collapse and fall or at the current moment no ?


p.s.
what will be with dead body on the roof if roof falls ?

body fall too ? Smile

___

[Updated on: Tue, 28 October 2014 18:24] by Moderator

Re: New Feature: Collapsing roofs[message #337328] Wed, 29 October 2014 02:02 Go to previous messageGo to next message
Flugente

 
Messages:3052
Registered:April 2009
Location: Germany
smeagol
Just tested if roofbags are affected in-game with the 7616.exe (the one with the bugged handgrenade code).

Turns out they aren't. Same is true btw for rooftop ventilation.

If the roofs get destroyed, sandbags and the roofvents keep floating in midair.

Good map to test this is D2 SAM site, as that map contains both roofbags and ventilators.
Grml. Found out how to get that working, but first need to sleep (and then, tomorrow or so, redo a bit of code).

Did I ever mention what a fucked-up piece of code this game can be? Srsly. What were they thinking? :computer2:


Re: New Feature: Collapsing roofs[message #337329] Wed, 29 October 2014 02:04 Go to previous messageGo to next message
Flugente

 
Messages:3052
Registered:April 2009
Location: Germany
Kirill

==
also question ...

what with not-flat roofs ?
(pyramidal)

they also collapse and fall or at the current moment no ?
I've already answered that in this very thread.

Kirill

p.s.
what will be with dead body on the roof if roof falls ?

body fall too ? Smile

___
It will once I get the above issue from the previous post working.


Re: New Feature: Collapsing roofs[message #337379] Thu, 30 October 2014 15:01 Go to previous messageGo to next message
Taro_M

 
Messages:298
Registered:November 2008
More features is better! Great stuff, 1.13 is a light of hope in the vast sea of shit that is called internet. I just love how we can still come up with new stuff as long as we have solid base and source to work with.

BTW: Could you take a look at my old Bobby Ray idea topic? http://www.ja-galaxy-forum.com/ubbthreads.php/topics/328278/Re:_Edit_Bobby_Ray%27s_used_item#Post328278 [/shameless self-plug]
Re: New Feature: Collapsing roofs[message #337425] Sat, 01 November 2014 00:09 Go to previous messageGo to next message
Flugente

 
Messages:3052
Registered:April 2009
Location: Germany
As of r7623,
  • if a roof collapses, any structures built on it (fans, sandbags) are destroyed
  • if a roof collapses, any corpses on it are moved to the floor
It might not seem so, but this was actually quite difficult. Structure handling code is obscene.


Re: New Feature: Collapsing roofs[message #337430] Sat, 01 November 2014 03:50 Go to previous messageGo to next message
Hawkeye

 
Messages:1600
Registered:October 2005
Location: Australia
Looks surprisingly good, and adds another way of infiltrating an occupied building.

Vengeance has recently been using other elements/objects to be placed on roofs along with the tried and tested sandbags. So I'd be particularly interested to see if these still work with collapsible roofs. Come to think of it we have also large multi-tile structures like oil rigs and helicopters too, so this may get interesting.

May be a big ask, but is there any damage caused by falling debris on people below?


Re: New Feature: Collapsing roofs[message #337431] Sat, 01 November 2014 04:12 Go to previous messageGo to next message
Flugente

 
Messages:3052
Registered:April 2009
Location: Germany
For a person under a collapsing roof, the damage formula is
UINT32 damage = 10 + Random( 3 ) + Random( 10 );

For people falling down because the roof under them crashes, it's
UINT32 damage = 15 + Random( 5 ) + Random( 23 );


Re: New Feature: Collapsing roofs[message #337456] Sat, 01 November 2014 18:43 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
Flugente
As of r7623,
  • if a roof collapses, any structures built on it (fans, sandbags) are destroyed
  • if a roof collapses, any corpses on it are moved to the floor
It might not seem so, but this was actually quite difficult. Structure handling code is obscene.



good news !

but can now I destroy fans, sandbags on the roof by anti-material ammo or by Rocket-L ?

___
or that objects destroys only if roof collapses ?


destroy of any object on roof & work of light on roof is very very old ja2 problem ...
from 1999 ...

____

[Updated on: Sat, 01 November 2014 18:50] by Moderator

Re: New Feature: Collapsing roofs[message #337458] Sat, 01 November 2014 18:49 Go to previous messageGo to next message
Flugente

 
Messages:3052
Registered:April 2009
Location: Germany
These structures will be destroyed if the roof they are based on is destroyed. I did not change behaviour if these structures themselves are damaged.


Re: New Feature: Collapsing roofs[message #337539] Tue, 04 November 2014 18:10 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
may be in future it possible to fix that ?


===
happens that the roof overhangs above the supporting structure about 1-2 tiles ..

so ... how it will be hold if not propped by wall ?

balcony type of structure ... - type that originally is in air....


structure that not propped by wall automatically fall when map load or not ?

How does this work ?
Re: New Feature: Collapsing roofs[message #337542] Tue, 04 November 2014 19:36 Go to previous messageGo to next message
Flugente

 
Messages:3052
Registered:April 2009
Location: Germany
A roof tile does not know whether it is inside out outside a house. That is irrelevant.
The roof destruction procedure is called if
  • an explosion occurs on the roof
  • a wall that the roof is connected to is destroyed by an explosion
  • a wall that the roof is connected to is destroyed by anti-material rifles
  • a wall that the roof is connected to is deconstructed. Yes, this allows collapsing the house you are currently in on top of you Smile
I do not periodically check whether any roofs are floating - only the above situations can cause roof collapse.

As any balconies are still connected to a wall, they will not collapse.

I've written a method that would destroy roofs that are too far away from a wall, thereby allowing piecemeal destruction of a roof. For algorithmic this is not active until further notice.


Re: New Feature: Collapsing roofs[message #337543] Tue, 04 November 2014 19:41 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
good !
Re: New Feature: Collapsing roofs[message #337547] Tue, 04 November 2014 22:32 Go to previous messageGo to next message
Flugente

 
Messages:3052
Registered:April 2009
Location: Germany
As of r7647 & GameDir r2179, the ini setting ROOF_COLLAPSE controls whether roofs can be destroyed.


Re: New Feature: Collapsing roofs[message #337879] Thu, 20 November 2014 19:26 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
hello again !

again thank for great work !


have some question \ ideas ... -

can you add some light smoke on 1\2 turns in places where parts of roof is
fall ?

the effect of dust when the building collapse ....

====
Re: New Feature: Collapsing roofs[message #337881] Thu, 20 November 2014 19:45 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010

===
other problem ... again with sandbag on the roof ... -

may be it's very old problem from NightOps 1.0 ... when sandbag on roof was created .. -

so when I press TAB key - roof is hide ... also in aimnas is wall on roof tiles - they can hide too !


but ... sandbag - no ... show by the game as ground object .. not as roof object ...


how to fix that problem ?


http://110.imagebam.com/download/ERwEEqLiy1ouvJBdtRj5pA/36567/365665041/Untitled-2.png


original -
http://110.imagebam.com/download/ERwEEqLiy1ouvJBdtRj5pA/36567/365665041/Untitled-2.png

___

[Updated on: Thu, 20 November 2014 19:47] by Moderator

Re: New Feature: Collapsing roofs[message #337913] Fri, 21 November 2014 01:58 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010

(but .. i test .. - in editor sandbag on roof is hide when press roof OFF ... -
in game - no ...)
Re: New Feature: Collapsing roofs[message #344733 is a reply to message #337913] Sun, 27 March 2016 01:08 Go to previous messageGo to next message
Flugente

 
Messages:3052
Registered:April 2009
Location: Germany
As of r8121, collapsing roof tiles can cause a dust cloud that lowers visibility (but does not last long). This also requires GameDir >= r2309 for the new animation.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Collapsing roofs[message #345899 is a reply to message #344733] Fri, 10 June 2016 11:29 Go to previous message
sevenfm

 
Messages:1239
Registered:December 2012
Location: South Urals
When a roof tile is destroyed, will it remove it's climbing point?
If not, it will lead to bad AI sutuation when AI decides to move to closest climbing point and then fails to climb.



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