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Re: [Help-liquidwar6] Web page, team profiles, weapons & voxels


From: Christian Mauduit
Subject: Re: [Help-liquidwar6] Web page, team profiles, weapons & voxels
Date: Thu, 29 Sep 2011 23:32:13 +0200
User-agent: SquirrelMail/1.4.21

> Hello again,
>
> I just checked out changelog.txt ... what is this "Viewport set by hud."?ch
Err, well, I acknowledge some changelog entries can be cryptic (sometimes
one-liners to remind what's in the release...). "Viewport set by hud" means
the "hud engine" (actually only one, "floating") decides where the maps will
be drawn. Currently map takes all space/screen available, at least all the
screen is declared "drawable" if needed. This contrasts with a tactical hud
(yet to be implemented) where say 75% of surface is reserved for map, the rest
for various indicators, which would in that case not be drawn in overlay mode,
the way it's done now. The point is how much space you have depends on how the
hud is handled, so viewport (my entity to define "where to draw") must be set
by hud engine, which was not the case before.

FYI, I have 2 main things to correct before 0.0.11beta is released.

1) fix the zoom/scroll issues, basically I want to implement some scroll "a la
"Google Maps", you click in the map then maintain button pressed and drag it
where you want then when you unpress the button map continues to scroll with
some inertia until it stops. I don't own a smartphone but from what I've seen
it's pretty much the standard way of things now. It contrasts with the old way
of doing things which is to put your mouse near the border of the screen and
wait until it scrolls. Not that hard to implement, but needs to be done, and
it's not yet.

2) finish the "level chaining" system. Currently, LW does handle all a system
of "experience" (exp) you gain by winning levels, unlocking other levels along
the way. Get ready for some heavy level tuning Kasper, the idea will be to
have a sort of long chain of say 30 levels (I thought 15 was enough but since
they are mostly masked at startup it won't confuse newcomers), played one
after the other. Things to implement are: when a level is done, warp the
player to next level, currently player is just *allowed* to play but not
redirected to it.

3) include your map/rules settings as the defaults.

Once those are done, release 0.0.11beta. There are still many bugs, I couldn't
manage to fix the problem of blank/white textures on MS-Windows properly, I
seriously studied the problem and will come with a solution which will
probably come along with massive graphical optimization, but well, not for
0.0.11beta.

As a side note, I had a look recently at the Androïd SDK, and more precisely
the NDK (native devel kit), it happens it does have GL-ES support, GL-ES is
slightly different from OpenGL, and "as is" LW6 won't compile, it does uses
OpenGL constructs. However the rewrite ain't that hard. I can't really figure
out how long it would take me to build an Androïd devel chain, then I could
check all my GL constructs are both OpenGL and GL-ES compatible. This is just
to say the Androïd port might be even easier than I thought.

> I got an idea for the music area: Let the game play some water-related
> environment sound in the menu, and reserve the music for the actual
> game. I tried it with some personal recording of a rain storm. The
> constant raindrops were a bit irritating, but I really liked the
> contrast it gave. I think I could find some useable content on
> freesound.org, maybe some hydrophone recordings.
Yeah, maybe. What I did in LW5 was to have different volumes for in-game and
in-menus context, what did you think of that?

Another thing we could do is to have one music per map, the game does support
it, I didn't do it for now since it's a hell of a job to find an accurate
music for each map and it does make a very big download, but who knows, might
be nice anyway.

Anyway the current "water" sounds have a serious drawback, there are not
"fluid" enough and do contain some thunder and other things. This is IMHO bad
because it could confuse the player when we'll have real storm sounds for say,
a weapon or the death of a player.

Have a nice day,

Christian.

-- 
Christian Mauduit <address@hidden> - http://www.ufoot.org  ___ __/\__
Liquid War 6 - http://www.gnu.org/software/liquidwar6      / _")\~ \~/
"Les amis de la vérité sont ceux qui la cherchent et non _/ /   /_ o_\
ceux qui se vantent de l'avoir trouvée" - Condorcet     (__/      \/





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