New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Added Tiberian Sun burning trees #18730
Conversation
81f62df
to
759e197
Compare
#18657 is specifically asking for the random spread probability (with documentation on how it worked!), and when discussing the feature in Discord @henskelion also specifically talked about the fire animation growing/dying off on the same tree instead of being picked randomly. Can we justify not implementing this correctly in our TS? |
759e197
to
dd539d2
Compare
Updated to differentiate big and large fires. https://github.com/LipkeGu/TSIniFiles/blob/master/rules.ini#L354 mentions it in the comments, but the logic is hidden. |
The logic isn't hidden, you just have to read the |
Do you think the random element I omitted here is essential? |
We are trying to recreate TS, which means that the default standard should be to match its behaviour. We know how the original behaviour here worked, so I think that the onus here is to justify why we should deliberately choose to ignore that and implement something different - which will likely require more work overall to polish and (maybe?) balance than using the original parameters. |
dd539d2
to
d9f9937
Compare
Indeed, it was a bit lazy to just shovel the @OpenHV setup, so I wrote a new trait that takes the original random elements from https://www.modenc.renegadeprojects.com/TreeFlammability into account. In practice the result is not so different. |
A couple of suggestions:
On the TS behaviour. Trees are not set on fire when they take damage, they seem to be set on fire only when attacked with a fire weapon, in fact, bullets do not harm trees. Damage doesnt set trees of fire either, only fire damage (perhaps ion storms too if we get to that stage?) |
d9f9937
to
760197e
Compare
Rewrote this to be more generic, use only the condition system instead of dealing damage and added a delay interval. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Inline documentation suggestions.
760197e
to
698c91b
Compare
Updated. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I tweaked Z coordinate and offset a bit. |
698c91b
to
fe86855
Compare
Tried the other blend modes. Nothing quite matches the effects from Tiberian Sun yet. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Nothing quite matches the effects from Tiberian Sun yet.
This was fixed by #19122, which has caused a rebase conflict.
Interactable: | ||
HiddenUnderShroud: | ||
FrozenUnderFog: |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This is important to the feature to work, but noting that this could potentially bring a significant performance regression (but hopefully now much less than when we changed FrozenUnderFog
→ HiddenUnderShroud
in the first place).
Rebased. |
fe86855
to
93cca0f
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
There are 8 warheads with sparky=yes
in https://github.com/LipkeGu/TSIniFiles/blob/4cc5adac88b012e27a6a82ba7c93d182451d9d64/rules.ini , so I assume this is still missing from a few weapons (like the grenade).
Lgtm otherwise. ✅
Added it to Orca, Disc Throwers and Cyborg Commando according to |
93cca0f
to
e48fcd3
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The SonicZap
should also be able to affect trees.
Updated. |
e48fcd3
to
bc5b849
Compare
f8c5263
to
75686f5
Compare
Updated. |
Closes #18657.