Building Rotation
Building Rotation
In Spring, a useful feature allows you to press the [ / ] keys to rotate the building orientation to face N/S/E/W. It would be nice if TA3D could achieve the same.
- zuzuf
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hm yes but this isn't implemented in TA3D ... that's an idea, so we can rotate buildings in mods that doesn't support it. But not for now because it requires to change a few things (if you rotate a rectangle you have to swap width and height ... so some code need to be adapted)
PS: of course it would be a game option since it can change the gameplay...
PS: of course it would be a game option since it can change the gameplay...
=>;-D Penguin Powered
- Balthazar
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Well, it`s not very comfortable I use all the direction of rotation while building base. There are many terrain obstacles, map features and other stuff, that player will take to consider where building should be rotated. Position of enemy doesn`t really matters, since all factories have "move" function and place all build unit where you want.
For me rotation - mostly stuff for optimization of base building. It doesn`t connected with enemy position at all.
For me rotation - mostly stuff for optimization of base building. It doesn`t connected with enemy position at all.
- zuzuf
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You're right.
I'll finish the new GUI (a few screens were missing so I was waiting for Julien to finish some of them).
Pathfinding works (if you find a unit stuck it's not the pathfinder's fault), it might only need some tweaks to find better paths on large maps with water.
Path following code should work well enough the only remaining problem is that units can wait too much when they're "trembling" to pass a small obstacle.
Recently I've been fixing bugs that prevented the game to run a game to the end, it improved stability but such things cannot be done "after" because it's difficult to fix, and cannot be done "before" because they appear when you add a feature or change some code ... It's every day work.
We're really lacking man power
I'll finish the new GUI (a few screens were missing so I was waiting for Julien to finish some of them).
Pathfinding works (if you find a unit stuck it's not the pathfinder's fault), it might only need some tweaks to find better paths on large maps with water.
Path following code should work well enough the only remaining problem is that units can wait too much when they're "trembling" to pass a small obstacle.
Recently I've been fixing bugs that prevented the game to run a game to the end, it improved stability but such things cannot be done "after" because it's difficult to fix, and cannot be done "before" because they appear when you add a feature or change some code ... It's every day work.
We're really lacking man power
=>;-D Penguin Powered
Sometimes a new feature requires structural changes which make other features easier to implement.
For example, multiple engine support in AFLobby forced me to do a lot of refactoring which sped up the entire program and improved stability. I have a lot of prettier cleaner code and interfaces now too.
For example, multiple engine support in AFLobby forced me to do a lot of refactoring which sped up the entire program and improved stability. I have a lot of prettier cleaner code and interfaces now too.
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