Stacking blood/ Clone of fortune
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Stacking blood.
Quote: Slightly bounces, kills grass, flows like water for a few layers. 'Friction = 0' + 'Stick = -#'
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Wed Aug 27, 2008 6:11 am |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: Stacking blood/ Clone of fortune
Darlos9D wrote: And this is where I'm able to stop worrying about realism and say: that sounds AWESOME. You're complaining about jetpack fuel exploding being unrealistic and yet you're okay with freaking necromancers on the moon? Shame, Darlos. Shame. At least jetpacks exploding is physically possible, albeit unlikely if the designers aren't retarded. Though actually I do pretty much agree with everything you said, especially that long post that was quoted. And I probably would be okay with skeletons on the moon, as long as it comes with ample zombies and/or horror. I just thought I had to call you out on that point there. Even though I pretty much agree with you, you admitted yourself that even though CC is science fiction and not necessarily unrealistic, and even though CC's science fiction theme can't be used as an excuse to ignore realism for no reason, things being a bit (if not completely) unrealistic is acceptable if said things are also freaking awesome.whitty wrote: Slightly bounces, kills grass, flows like water for a few layers. My interest is piqued. As long as the puddles aren't larger than a couple square feet, that could be pretty awesome. (Any larger and it'd lag like crazy and move stupidly.) Then again, if it also kills grass, maybe it's not worth it. Minor flowing blood effect gained, mass unexplained grass extinction included. ...Oh, and I highly approve of this topic. Hopefully the materials of later builds of CC (especially the shells) will act more like this.
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Wed Aug 27, 2008 10:03 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Stacking blood/ Clone of fortune
Wrong, I swear that water will never come to CC in a proper form. The last time water was brought up, it blew up a coalition heavy's head just be showering on him.
Also that necromancer might be an alien with powers of such that are natural to him, so I think an alien necromancer shouldnt have much problems spawning hordes of skeletons on the moon for his invasion purposes.
And it also stays realistic, unless when we travel to space and do not find an alien necromancer so we could prove the above fact false. Until then, you never know.
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Wed Aug 27, 2008 10:49 am |
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blipflip
Joined: Fri Dec 22, 2006 12:47 pm Posts: 181 Location: I am the monkey. I can go ANYWHERE.
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Re: Stacking blood/ Clone of fortune
This is getting all kinds of stupid. I want to make exploding jetpacks! Fine, I'll play your stupid games. Due to budget constraints and the fact that less than 1% of clones sent out to battle ever return, the coalition has made some sacrifices when designing the jetpacks. Instead of several tanks of different gases that combine to produce a controllable jet, there is one tank of gas that explodes in the presence of air...When the canister is shot, there is a firey leak but oxygen is prevented from reaching the inner canister by the force of the leaking gas, due to the high compression. Eventually the damage to the canister becomes so extensive that oxygen reaches the main body of gas, causing an explosion. Residual fuel in the nozzle combusts, propelling the clone foward uncontrollably. Happy? Quote: You're complaining about jetpack fuel exploding being unrealistic and yet you're okay with freaking necromancers on the moon?
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Wed Aug 27, 2008 12:24 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Stacking blood/ Clone of fortune
numgun wrote: The last time water was brought up, it blew up a coalition heavy's head just be showering on him.
I Fixed that! Water is 100% possible, the only problem is that it literally EATS through any terrain (yes ANY), I made a container using a weird method I thought up and it worked, but it was too laggy. Data just needs to make MOSParticles stack like actors and call it Water, because Actors do a bunch of unnecessary functions (like having health and the likes), that would probably reduce a lot of lag.
Last edited by robolee on Wed Aug 27, 2008 9:21 pm, edited 1 time in total.
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Wed Aug 27, 2008 5:05 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Stacking blood/ Clone of fortune
You might be able to make an invisible container using lua.
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Wed Aug 27, 2008 5:34 pm |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: Stacking blood/ Clone of fortune
If water were to be done properly, it would have to be done by Data and it would have to be a calculated representation of water composed of many large surface water particles that join together and a main water body underneath. The hardest part would be getting it to act realistically or halfway logically when someone digs up into it from the bottom. We may be able to get something halfway similar with Lua once we have drawing functions, but it won't be nearly as good as what Data could make. numgun wrote: Also that necromancer might be an alien with powers of such that are natural to him, so I think an alien necromancer shouldnt have much problems spawning hordes of skeletons on the moon for his invasion purposes. Necromancy = magic. Magic = not real. Why? Because if it's real, it isn't magic, then it's just physics. Of course, once again, realism comes second to awesomeness. Though I'm still a fan of saying they're old bones with servo motors strapped to them.
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Wed Aug 27, 2008 7:03 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Stacking blood/ Clone of fortune
My idea for water was to make one big shape the easily gibs and reforms. The biggest issue is that real life isn't 2D, so how should water act?
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Wed Aug 27, 2008 7:13 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Stacking blood/ Clone of fortune
I have noted a method that I think would be very leg free. now to find it again and see if I can get it to work in Lua. viewtopic.php?f=8&t=6983&start=60 my ideas on water implementation...
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Wed Aug 27, 2008 9:06 pm |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: Stacking blood/ Clone of fortune
CandleJack wrote: My idea for water was to make one big shape the easily gibs and reforms. The biggest issue is that real life isn't 2D, so how should water act? I had an idea for water which I intended to make a big photoshop thing explaining, but got caught up with something else before I could finish it. My ideas for depth were as follows: - Since real water is 3d and CC is a 2d representation of a 3d world (look at the parallax background), any holes in a body of water would be filled immediately by water from the third dimension. Therefore, the water under the surface doesn't need to be physics calculated, though something to simulate water currents and movement would be good. Only the places where the body of water are exposed to air need to act like water physically, at least 90% of the time. The rest of the body of water can essentially be a large polygonal area.
- Different areas have different depth. A lake on the surface may go back in the theoretical third dimension as much as it is wide, while the insides of a bunker would be thin and fill easily. Therefore, CC would need to have some means of checking depth at a location. (Possibly just if there's anything on the BG layer or not.) The depth of the water would determine how many "units" of water would be required to fill a certain area. A lake may have a depth of 100 while a bunker would have a depth of 10. That means that when water pours into a bunker, every time it fills 10 square meters, the lake would lose 1 square meter of water. The number of water units would stay the same.
- To simulate air, before water can pour into an area, it needs to trace a line from the surface of the exposed water out to the sky, like the AI pathfinding lines. If it can't find an exposed spot, it doesn't pour forward, just flows around. Also, if at any point the "air", i.e. edge of the water, touched the main body of water, it would let the water lurch forward a bit. This would allow it to pour to a point where it would logically be stopped, i.e. a pocket of air above the water.
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Wed Aug 27, 2008 9:16 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Stacking blood/ Clone of fortune
Omni wrote: - Only the places where the body of water are exposed to air need to act like water physically, at least 90% of the time. The rest of the body of water can essentially be a large polygonal area.this is basically my idea, any water particle joining onto another become part of the outside edge, and if any aren't on the outside edge any more they join the main body of water (which is essentially a polygon with non fixed sides
- Different areas have different depth. too hard to implement >:O
- To simulate air,- no... air should not be simulates as it does not need to be, each pixel represents a 5*5cm area for starters, air can just slip out of the third dimension
coloured response.
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Wed Aug 27, 2008 9:30 pm |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: Stacking blood/ Clone of fortune
robolee wrote: Omni wrote: - Only the places where the body of water are exposed to air need to act like water physically, at least 90% of the time. The rest of the body of water can essentially be a large polygonal area.this is basically my idea, any water particle joining onto another become part of the outside edge, and if any aren't on the outside edge any more they join the main body of water (which is essentially a polygon with non fixed sides
- Different areas have different depth. too hard to implement >:O
- To simulate air,- no... air should not be simulates as it does not need to be, each pixel represents a 5*5cm area for starters, air can just slip out of the third dimension
coloured response. If you don't allow air pseudo-simulation, you can't have underwater bases. Also, while your idea is a good general concept, do you have any understanding of the technical aspect of this? I mean have you ever coded? It gets a lot more complex in implementation.
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Wed Aug 27, 2008 9:55 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Stacking blood/ Clone of fortune
Yes and I know that it's EXTREMELY complicated, but if done should be very efficient. (I'm actually working on a game right now)
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Wed Aug 27, 2008 9:58 pm |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Stacking blood/ Clone of fortune
CandleJack wrote: You might be able to make an invisible container using lua. Lua is not the solution to everything. The engine itself has limitations, some of which are eliminated via Lua, but most things aren't.
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Wed Aug 27, 2008 11:18 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Stacking blood/ Clone of fortune
Plus not really worth it. I would be happy with simulated water resistance utilizing decreased gravity in an area. You can do so many things with CC and Lua, why focus on what will take lots of effort for little gain?
[question]
Some questions are better when not asked.
Fine, fine.
Last edited by Duh102 on Thu Aug 28, 2008 11:17 am, edited 1 time in total.
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Thu Aug 28, 2008 1:01 am |
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