Plan for Max Robinson
by Max Robinson · 09/15/2002 (10:41 am) · 1 comments
I got my Shockflash class working (it looks wonderful! www.garagegames.com/mg/snapshot/view.php?qid=331) but it isn't complete. I still have a few things that I feel would greatly improve it still, so I'm not going to release anything yet. Same goes for Shockring. I also need to optimize/clean up the code a lot, since I threw them together pretty fast.
Some ideas for new classes I'm going to make:
-A linetracer that will draw a series of rectangles or maybe some shape in a line that tracks some object.
-A non-datablock flash for use with the map editor.
-Ability to attach the existing flash object to nodes on a model, or just some object in general (for use in weapons, headlights, glowing stuff, to add onto a projectile, etc)
Also I've got my little water movement edit going along nicely, basically I have swimming in 100% working and it's pretty smooth. I updated the formulas for getting water height to include the waves, which is IMO very important. Currently I can't get the server and client to synch up right, but the entire way I implemented it is an awful hack so I think I want to try a completely different method. What I have in right now is basically a gamebase object that acts as a clock for the water, since the water isn't a gamebase. The one cool thing about it is you can modify the water cycle speed, so you can make your water look really slimy by making it move slo-mo, or make it look like a time-lapse film by raising the speed up a lot. In the end I think a simpler solution would be better than what I'm doing right now.
Some ideas for new classes I'm going to make:
-A linetracer that will draw a series of rectangles or maybe some shape in a line that tracks some object.
-A non-datablock flash for use with the map editor.
-Ability to attach the existing flash object to nodes on a model, or just some object in general (for use in weapons, headlights, glowing stuff, to add onto a projectile, etc)
Also I've got my little water movement edit going along nicely, basically I have swimming in 100% working and it's pretty smooth. I updated the formulas for getting water height to include the waves, which is IMO very important. Currently I can't get the server and client to synch up right, but the entire way I implemented it is an awful hack so I think I want to try a completely different method. What I have in right now is basically a gamebase object that acts as a clock for the water, since the water isn't a gamebase. The one cool thing about it is you can modify the water cycle speed, so you can make your water look really slimy by making it move slo-mo, or make it look like a time-lapse film by raising the speed up a lot. In the end I think a simpler solution would be better than what I'm doing right now.
About the author

Torque Owner Edward Smith
Silencersoft