Bishop wrote:
:)
Didn't realize that it would make such a hassle. Thank you for the quick reply.
pasik wrote:
Would help a lot if RWR was one of those grid based games with 90 degree corners everywhere, but it's not.
To be honest, the idea came from me playing a lot of Ace of Spades back in the day, when it actually had nice people developing it (like RWR now) and a nice community. Then we dug our own trenches, made our own covers and dug sabotage tunnels. I knew that sort of map altering would be absolutely impossible at best, but I haven't realized that adding a multitude of covers would be so intensive on the engine.
Yup. Initially the game was going the direction that free cover creation would be possible, but during the past few years, the performance implications became apparent. The game should've been done with instancing from the very beginning, but obviously I now know a lot more I knew back then.
There was a point that I was considering if I'm going to do a great cover building system, had already visioned it quite far, or, start working with vehicles. I chose vehicles.
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Is the XP marker thingy doable, then? Since it would merely be an alteration of the interface I don't think it'd require hard labour.
It would be doable, yea, not sure if it's the right call to make all the score indication appear at same place, it could be. The reason the score is near the occurrence is that you'd realize the event that gave you the points easier, as chances are you're looking where you're shooting. There are exceptions to this already tho, e.g. if you get an award bonus, the indication is near your character as a last resort.
Worst case indeed happens if the event happens off-screen. It could be specifically checked if it's within the camera frustum and deal with in a different way (e.g. again near self as last resort), or, like you said, move all the score indication to one place near edge of the screen.