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Old 11-11-2005, 10:59 AM   #313 (permalink)
DCoder
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Quote:
Amazingly,
"Projectile=Invisiblelow" == "Projectile=InvisibleLow"
You mean, if I was, say, to attach Image=120MM to InvisibleLow, the weapons with Invisiblelow would use it too? Or do you mean that the defaults are actually =yes rather than =no, despite the comments?

Quote:
I've always been loathed to strip the existing comments out because some people (esp newbs) may find them useful. Alos, I know that there's that funky "//heat ray" comment that can cause problems and there may be others like it.
What did you have in mind?
The comments also include a lot of invalid info...

// comments are also used in the following locations, and If I'm not mistaken, even the latest 1.15 XCC MC/L can't handle that Mirage comment when the INI compression is on.

// PCG; Provides knobs to tweak for radiation used by desolater and friends.
[Radiation]

// PCG; Enables customization of the effects elevation has on firing.
[ElevationModel]

// PCG; Enables customization of the effects walls have on shots.
[WallModel]

[MirageWH] // Supposed to be a heat ray.


Oh, I found one more unused anim, NAINDP_B (blinking lights). The original artmd.ini had it, it was just commented out. I am wondering why they did that, though.

Code:
;rulesmd.ini
[Animations]
xx=NAINDP_B
xx=NAINDP_BD

;artmd.ini
[NAINDP]
IdleAnimTwo=NAINDP_B
IdleAnimTwoDamaged=NAINDP_BD
IdleAnimTwoZAdjust=-150
IdleAnimTwoYSort=543
IdleAnimTwoPowered=yes

[NAINDP_B]
Image=NAINDP_B
Layer=ground
Normalized=yes
NewTheater=yes
Start=0
End=13
LoopStart=0
LoopEnd=12
LoopCount=-1
Rate=150 ; was 450
DoubleThick=yes

[NAINDP_BD]
Image=NAINDP_B
Layer=ground
Normalized=yes
NewTheater=yes
Start=13
End=13
LoopStart=13
LoopEnd=25
LoopCount=-1
Rate=150 ; was 450
DoubleThick=yes
(I reduced the Rate threefold from the commented version, it was just weirdly fast.)

Several structures have ActiveAnimThree without ActiveAnim / ActiveAnimTwo, since I'm nitpicky, it simply looks sloppy to me.

About End/LoopEnd : I was bored and checked, a lot other structures also need such fixes. But, certain anims are just one-framers, and as such would have the code like
Start=0
End=1
LoopStart=0
LoopEnd=0
LoopCount=-1
Would that even work? Why bother animating it at all? Am I overlooking some possible draw order problem (like animating multi-sectioned voxels, the Mole Machine animated drills would overlap the non-animated body), that would show when the really active anims play and this one does not? I'm confused on this one.

[edit]: woah, woah, I never said DELETE ALL COMMENTS PERIOD. I just suggested tidying up, removing the blatantly incorrect ones, and possibly arranging the data in a more logical layout, like this:
- General crap, AI, IQ, Globals, blah
- Lists
- The contents of those lists, in a format like

; 25=YTNK start
; Gattling Tank

[YTNK]
...

[YTNK_weapons, projectiles, warheads] ; or "see MTNK" style comments in case of reuse

; 25=YTNK end

- Residue like CyCannon/EMPuls

I can attach an example INI set sorted like that tomorrow, if needed. Like I said, generateable in a blink.[/edit]
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