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#editor

adrientd
So actually there are two big arrays "pack1" and "pack2" - pack1 has very small values like (most less than 0.1, and max is in the 0.2) - pack2 has larger values, the max seems to be 0.75 (which is less than pi/4=0.785...)
pegperegogaucho
They are certainly packing
hesopesomeso
First array of vec2s has size 56 - those are clone coordinates, X and Z. Second array is of this format: float crate_angles[8][7]: [ crate_set, crate_angle (in radians) ]. The crate set is an ID stored in the beacon data. The angle is then used to construct a Y rotational matrix, and rotates the clone (crate).
adrientd
Ah yes, makes sense!
adrientd
And for the first array it's also per crate set?
hesopesomeso
Ah yes, it is
hesopesomeso
I assume you know which crate set to use?
hesopesomeso
Would be really cool to have those crate rotations :PogelixPog:
adrientd
Now that we know, I guess it shouldn't be hard to implement.
pegperegogaucho
When duplicating a hook, if one of its collision nodes was in CKSrvCollision's objs it won't be added to it
pegperegogaucho
objs contains array of references to collision nodes which are checked against dhe DynBSphereProjectiles i.e. cannon balls, explosions, etc.
adrientd
Oh interesting
adrientd
Another thing to fix :Obelul:
pegperegogaucho
Yup I noticed it because I added a destroyable wall to the end of beta rome and for some reason the cannon balls were flying through it!
pegperegogaucho
Would it be possible to save the display flags on exit? :Obelul:
pegperegogaucho
First thing I always do is disable everything because it clutters the view and also consumes kind of many resources :Pauselix:
adrientd
Hmmm, that could be useful indeed
adrientd
Would it make sense to save the flags globally or per project?
pegperegogaucho
Definitely in the project, that is more powerful
pegperegogaucho
Also it would probably be smart to turn all the booleans into a bitfield with a bit = show something