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Multiple muzzle flashes patch #824

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wzdev-ci opened this issue Aug 14, 2009 · 26 comments
Closed

Multiple muzzle flashes patch #824

wzdev-ci opened this issue Aug 14, 2009 · 26 comments

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resolution_closed type_patch (an actual patch, not a request for one) | by i-NoD


A small patch for muzzle flash drawing system that will create mf at different locations for every shot in a round (mostly for missile and rocket launchers). In order to work this will also require a multiple connectors in weapon .pie file. There are some, other will be reworked ASAP...


Issue migrated from trac:824 at 2022-04-15 19:07:35 -0700

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i-NoD commented


While ArchAngel battery is now with multiple connectors there will be no muzzle at all - there is some problem with fxicbm.pie effect which is shared with heavy-aa-sam (with no muzzle too) :(

Changes for fxatmiss.pie is a bugfix - muzzle is reverted, so now it's fired forward and you can see clearly (2 scourge cyborgs and a light sam)

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i-NoD commented


Oh, just in case I've checked all current weapon pies and the are no multiple connectors in them

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Per commented


Sounds really interesting.

psShape->connectors[(psDroid->asWeaps[i].ammo)%(psShape->nconnectors)] this cries out for an (inline?) function of some sort to make more readable. The code is bad enough as it is ;-)

Also, please avoid spurious changes, they make diffs harder to read (eg the change of capitalization of letters in PIE files).

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i-NoD commented


A function is too much... a simple variable will do the job. Also I've fixed the issue with invisible animated muzzles for structures, but the thing is that all current animated muzzles are way too short in order to see them (not short but rather too fast - an instant flash i would call it - that should be fixed too).

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i-NoD uploaded file page-22-fx.png (5.7 KiB)

page-22-fx.png

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i-NoD commented


The following pies were invisible(when used for structure weapon) in base folder:
FXHBLas.PIE FXHGauss.PIE FXHHowt.PIE FXHHowt2.PIE FXICBM.PIE
FXLasRot.PIE FXLGauss.PIE FXMGauss.PIE FXMHowt.PIE FXMMort.PIE
After applying the variating_muzzles.patch Archangel, heavy sam (FXICBM.PIE) and howitzers (FXHHowt.PIE FXHHowt2.PIE) are now have their muzzles visible (not checked but other should work too). gauss_models.patch and the new page-22-fx.png fixes the neddle, gauss and rail guns muzzles (FXHGauss.PIE, FXLGauss.PIE, FXMGauss.PIE) for structures and non-cyborg droids (just watch how gauss cannon emplacement is shooting on slowest wz speed - superb).

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i-NoD commented


Per, all those "spurious changes - capitalization of letters in PIE files" are produced by PieSlicerDX and not by me. I dunno how to make it to produce lower case letters.. maybe i will hack the binary later :-)

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wzdev-ci commented Sep 2, 2009

i-NoD changed status from new to assigned

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wzdev-ci commented Sep 2, 2009

i-NoD set owner to i-NoD

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wzdev-ci commented Sep 8, 2009

Zarel commented


Oh, hmm, you're dealing with weapons graphics code?

Can I have my instant-hit lasers? Find some way to draw a line from the laser to what it's shooting, and then have the line disappear after a set amount of time.

See ticket #249

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wzdev-ci commented Sep 8, 2009

i-NoD commented


It'll be better to split the changes and to reopen the old ticket. I'll see what i can do for this later.

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wzdev-ci commented Sep 8, 2009

i-NoD uploaded file variating_muzzles_pies_1.patch (2.6 KiB)

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wzdev-ci commented Sep 8, 2009

i-NoD uploaded file variating_muzzles.patch (11.6 KiB)

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wzdev-ci commented Sep 8, 2009

i-NoD uploaded file gauss_models.patch (3.6 KiB)

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wzdev-ci commented Sep 8, 2009

i-NoD commented


The feature is no longer limited by ammo-based weapons and can be used for any weapon. This could be used by double-barrel cannons and gauss cannons (which doesn't have ammo), simply add multiple connectors to the gun pie and shoot :)
ToDo: projectile spawning code should be tweaked to accommodate the feature with different starting positions

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i-NoD uploaded file variating_muzzles_part2.patch (5.8 KiB)

Changes in projectile generation code.

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i-NoD uploaded file variating_muzzles_pies_2.patch (2.0 KiB)

Angel missiles, Heavy SAM and MRL

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Buginator commented


Is this for both trunk & 2.2?

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i-NoD commented


Yes, it can be used both in trunk and 2.2 branch.

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i-NoD commented


(In [8093] and [8163]) Code changes for the feature.

Archangel missiles, Ripple rockets and Light SAM are in [8094].
Angel missiles, Heavy SAM and MRL are in [8164].

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Buginator commented


Are we still going to apply the rest of the patches?

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wzdev-ci commented Jan 3, 2012

cybersphinx changed milestone from 3.0 to unspecified

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wzdev-ci commented Jan 3, 2012

cybersphinx commented


Milestone 3.0 deleted

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i-NoD changed status from assigned to closed

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i-NoD changed resolution from `` to closed

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i-NoD commented


Some new art would be better...

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