Anyone else reckon 0.49.7 is gonna be quite kewl?

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Mit
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Anyone else reckon 0.49.7 is gonna be quite kewl?

Post by Mit »

ya think?

(Probably not worth replyin unless u happen to have seen the wip stuff, much of which is #ifdef'd out in code... ah well :] )
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Post by GK8000 »

yea, verily! All thy base are belongeth to 49.7!
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Post by Kirby »

Any update is good with me. :)
Cause a good thing can only get betta.
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Post by kb32a »

Lookin forward to it..... :D .....Any new space ships due this next update???..thinkng about buying stellar freighter but if new ones come out want to take a look at those first....
keep up the good work mit and co.
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Post by Fooli »

AFAIK there's one mit hasn't added yet...
f
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zaroba
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Post by zaroba »

hmm...cvs shows some interesting stuff.

whats this stuff about new collisions?
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Post by Mit »

AFAIK there's one mit hasn't added yet...
At least 4 new ones will be available (by various means).
whats this stuff about new collisions?
Not exactly new but, for the first time, properly working. :]
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zaroba
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Post by zaroba »

"proceeded to climb over a boulder, wander up the steps of a temple, before doing a huge jump off a ramp into the side of a building, which then exploded. sweet"

ooo...sounds great.
so...buildings can gain damage from collisions and explode now?

will you be able to accuratly drive on a bridge, yet still be able to go under it?
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Post by Mit »

will you be able to accuratly drive on a bridge, yet still be able to go under it?
yes, providing the bridge is modelled right
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Post by Minku »

Mit wrote:
will you be able to accuratly drive on a bridge, yet still be able to go under it?
yes, providing the bridge is modelled right
Woot, Finaly...
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Post by djaj88 »

what about makking tunnels into the map?
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Post by Kirby »

That would include tunnels aswell. :P
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Post by Fooli »

erm...as I understand it, i doubt it. Not tunnels 'into' the map, anyway - heightmaps are 2d, there is no "into". You might be able to fake it with a clever heightmap and some tunnel models though. My guess would be that the camera would then give you problems. When interiors are working, though... you'd be able to go "into" a tunnel building, and I guess that'd be the best way of doing it..

there's definitely some funky stuff on its way though :)

f
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zaroba
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Post by zaroba »

well...just need a way for the game to let a vehicle go below the ground collision level, and display a model down thier.

as i understand it, in most games with tunnels that can be gone threw do it by having the model punch a hole in the heightmap for the entrance and exit and provide a path for the player to travel along under the ground collision level.

useing a seperate and forced collision system on dynamic splines and a modified teleport building type, it could be somewhat easy. full details on it are now posted here
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