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GameHeart Project, Update 6 - Page 3

Blogs > GameHeart
Post a Reply
Prev 1 2 3 All
dvorakftw
Profile Blog Joined November 2011
681 Posts
December 23 2013 08:23 GMT
#41
On December 22 2013 02:31 Grumbels wrote:
The upgrade window at the right, would it be possible to have it fade out over five seconds instead of just disappearing at once?

Also, instead of showing 1/100th of a second can you just show 1/10th of a second? It's too busy.

Agreed. I said this in the reddit thread already but fwiw I'll repeat here: Starting the countdown at 10 and only using tenths of a second from 5 to 0 would be the ideal configuration imo. A minor detail but minor details can make the difference between good and great.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 23 2013 19:11 GMT
#42
Hi philiptan,

I loaded up the updated GHMITTest map and cannot recreate the empty 'Completed' progress bar bug, it seems that your other changes have fixed the issue.

I also noticed that the "Weapon Refit" upgrade has been renamed to "Yamato Cannon" for the notification timer, which should probably be changed or it could cause confusion.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
December 26 2013 02:16 GMT
#43
On December 24 2013 04:11 iHirO wrote:
Hi philiptan,

I loaded up the updated GHMITTest map and cannot recreate the empty 'Completed' progress bar bug, it seems that your other changes have fixed the issue.

I also noticed that the "Weapon Refit" upgrade has been renamed to "Yamato Cannon" for the notification timer, which should probably be changed or it could cause confusion.


I dunno man, Yamato Cannon seems a lot less fucking confusing than "Weapon Refit," lol.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Leviance
Profile Joined November 2009
Germany4079 Posts
December 28 2013 20:53 GMT
#44
You are doing a fucking amazing job.
Make pylons (S)TC like in sc2 alpha plz it looked awesome
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2014-01-09 13:24:20
January 09 2014 13:21 GMT
#45
On December 23 2013 15:13 philiptan wrote:
11. We just noticed this as well. It's probably possible but messy to code a "Denied" condition in this case, because we'd have to maintain a table of every Terran building (past and present) attached to a Tech Lab to figure out whether it's still alive. Low priority but it is admittedly an irritating edge-case.


I had a potential idea how to solve this the other day, although I don't know how your code is implemented.

Pseudo code mockup


if (event.Type == UPGRADE_CANCELLED)

// Check if the upgrade was researched in a tech lab.
if (event.Name == Stimpack || Combat_Shield || Concussive_Shells ||
Infernal_Pre-Igniter || Transformation_Servos || Drilling_Claws ||
Durable_Materials || Corvid Reactor || Caduceus Reactor || Cloaking_Field)

// Check if a building was destroyed at the same time as the event was cancelled.
foundMatch = Search(eventList, event.Time, &outputEvent)

if ((foundMatch == TRUE) &&
((event.Name == Stimpack || Combat_Shield || Concussive_Shells) &&
(outputEvent.Name == Barracks)) ||
((event.Name == Infernal_Pre-Igniter || Transformation_Servos || Drilling_Claws) &&
(outputEvent.Name == Factory)) ||
((event.Name == Durable_Materials || Corvid Reactor || Caduceus Reactor || Cloaking_Field) &&
(outputEvent.Name == Starport)))

event.Type = UPGRADE_DENIED
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
philiptan
Profile Joined June 2012
19 Posts
Last Edited: 2014-01-09 20:03:32
January 09 2014 20:00 GMT
#46
Hi iHiroic. To implement that we would need to add a new trigger to record the destruction of every Barracks/Factory/Starport in a list. That's not a huge hit in memory, but the destruction of a building is a separate trigger from the cancellation of an upgrade, so each trigger will return a different Game Time. So to compensate for that, we'll have to search for a time window. (e.g. was an upgrade cancelled within 0.5 seconds of a destruction of a Barracks/Factory/Starport?)

But now there's the possibility in which an entirely disconnected building, destroyed at the same time that a player manually cancels their own Tech Lab upgrade, results in an inaccurate "Denied" condition. This could possibly happen during a big doom drop, for instance.

So both the existing implementation and your recommendation have failure cases. The ideal solution, I'm thinking, is to record the specific building attached to each Tech Lab when an upgrade is started, and then search backwards for the status (alive/dead) of that particular building in the upgrade cancellation trigger.

By the way, our code should be publicly downloadable and viewable from Galaxy (NA Server) if we haven't messed up the upload process.
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