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RA - Add more Long Bridges #14499
RA - Add more Long Bridges #14499
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This is a nice addition to improve the original game.
There are sadly some issues. If the horizontal bridge is attacked by a submarine from the north side, it gets destroyed way too fast. But if the submarine attacks it from the south side, it doesn't get destroyed.
Second issue is with the vertical bridge. If it gets destroyed, the north side doesn't look good. Edit: you are right, the bridge tiles overlapped there.
You probably placed the bridges wrong, it is not how it is meant to look like. I guess you overlapped them. I'll check the subs. I haven't tesed them while adding the bridges. |
@Arular101 is right about the sub damage on the horizontal bridge. Four torpedoes will down it from the top and it cant be damaged from the bottom. |
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Updated. Wanted to give submarine issue a proper fix, bridges in ra mod now have proper hitshapes and footprints. Previously all Long Bridges had 4x2 footprint and 1x1 hithape. This increases the damage that would be dealth by submarine if i haven't edited its weapon, so i got rid of This PR may effect balancing a bit now. Here are screenshots of HitShapes, as you can't see without adding |
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👍 Nice work!
Code and balance looks good to me. The only thing that maybe needs to slightly change is the horizontal bridge again. From the bottom the submarine can destroy it with 6 torpedo's. I think if the hitshape is 1 or 2 pixels higher it should receive a little less damage. From the top it takes 17 torpedo's.
The diagonal bridges varies a bit with the angle of the torpedo's, but it is between 8 and 18 torpedo's, so I consider this as fine.
Destroying the bridge with Tanya/tanks/V2, and repairing with the engineer works.
The art work is also fine. The horizontal and vertical bridges uses the artwork of the single cell bridges. It looks slightly different compared to the diagonal bridges, but this is also fine.
Looking forward to see these bridges in new maps. We just needs to get used to see different bridges now :P
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Updated, decreased Horizontal bridge |
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Updated.
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Can't speak for the code, but bridges work and look good too. 👍 |
Looks like dead bridge tiles are not targetable. I'm not sure if it is something that can be fixed in .yaml level and same is happening with other 2 too, not just vert. and hor. |
Middle pieces at the previous images are techically dead. Tile to use is selected depending on if there is a not dead bridge attached to them. You need to actually kill attached working bridges to get rid of middle one. I got similar thing with diagonal one, I cannot confirm any subs getting stuck, you can't give move or forcefire commands over destroyed bridge segments, but you can select subs that already there and give move command out there. I mean it looks like there are indeed bugs there regarding the targeting of destroyed bridges, but i need to enter the C# code to fix this. |
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You where talking about part 2 and 5 not targetable. That's correct and that also happens to the diagonal bridges. But I was talking about part 4 and 6. Part 1 and 3 are targetable. But when they are damaged like in part 4 and 6, they are not targetable anymore. They are however still destroyable. Same for the vertical bridge. |
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Seems this still needs more work.
And it looks like that is not something i can solve myself. If we really want the NW-SE bridge, i may drop the vertical and horizontal bridges for now and get that added. |
That stuck bug sounds like #9378. |
Okay, for now we can have the other diagonal bridge to be on the safe side. That will give map makers already a big flexibility. |
Would close #12874 if we can get that through. |
Any news from Nooze about the diagonal desert bridge? |
I got the desert bridge artwork from Nooze too some time ago, but couldn't find time to work on it yet. I have done some work on it today and will try to complete that soon. I'll open a new PR with only NW-SE bridges, but for desert tileset too when i complete it. |
These were wanted by mappers for a long while. For now it is just Temprate and Snow. I asked Nooze to make Desert version too, he said he won't be able to complete it before next release, and i would like to see these in for it. We can add the Desert ones later.
This PR also moves Bridges to its own .yaml file, i guess we have enough of them.
Another thing, i added small Targetable offsets to 2x2 bridge repair hut. Engineers were not entering from north (west for horizontal one) otherwise.