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Tweaks and improvement to declutter defense-ranges (2nd attempt) #4050
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Tweaks and improvement to declutter defense-ranges (2nd attempt) #4050
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And removal/integration of old defense-ranges + anti-ranges into new gl4 defense-ranges
back to red for cannons + yellow for antinuke
…ce rendering a circle on attack range isntead of the limited fire arc cone.
…amera, but the distance from the circle to the camera float distToCam = length(circleWorldPos.xyz - camPos.xyz); //dist from cam
And additionally removed engine attack-ranges, which showed up on hover-attack. These practically are not needed anymore as attack-ranges should show/take care of all attack ranges now.
Including some fade/distance and try-out to get melee weapons shown up.
AA weapons on coraak / armaak with bogus seem to be ignored and all weapons show up.
Reset of cmdcolor rangeAttack back to red - unfortunately - this is/should be removed as it clutters a lot. But placement of defenses still uses this engine ring, and also when using the "Attack" command - which still is useful.
Known issues: - GetUnitWeaponVectors(unitID, weaponID).y must be passed in for both! - Which can unfortunately change for popups But we are much closer to ground truth now
… also implement hacky way of identifying a units true turret Y position, greatly increasing accuracy.
…in the clipspace depth for nicer occlusion calcs
#3732 had to be reverted because it broke range circles. This PR replaces it, as in Github merged PRs cannot be reopened. |
@@ -254,7 +254,20 @@ local function initUnitList() | |||
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-- LEGION |
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T1 LLT (leglht
) and T1 arty (legcluster
) are missing from this list.
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what weapon types do leglht and legcluster have?
0 = default / land/ground based weapon
1 = AA
2 = anti-nuke
3 = long-range artillery
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leglht
should be 0, it's just the LLT equivalent. Pretty sure legcluster
is also 0 since it's a short range arty as an equivalent to the Agitator and Gauntlet.
EDIT: Apologies if this comment in particular is preventing a merge, please mark as resolved at your discretion
With the thicker range lines across the board, increasing the visibility and prevalence of radar rings might be worth consideration. Could look considerably more camouflaged on predominantly grassy maps. |
Grass + radar There are solutions like saturation or increased thickness, though they are hard to balance well and to still not clutter. |
These were some errors posted by CMDR*Zod
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Broke, how so? Got links? |
https://discord.com/channels/549281623154229250/1319694808486252584 |
Since radar circle is green, the circle is hard to see on grass which is also green - it blends into the terrain. |
@ZephyrSkies7 could you provide the weapontypes for the 2 missing Legion defenses? |
I started testing this and the widget "Attack Range GL4" no longer crashes. However, I found a bug: Build an Armada bot lab. Start building a constructor bot and select the constructor while it's building. The build range of the constructor should show. Wait for the constructor to finish building. The build range of the constructor disappears. (You can get the build range of the constructor back by deselecting and reselecting the finished constructor) I'm also not a fan of the LLT ranges not being shown when not selected, but that's a game design decision and I'm not part of the game design team. P.S. please give your git branches sensible names and don't use
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From @icexuick in the original PR #3732:
And removal/integration of old defense-ranges + anti-ranges into new gl4 defense-ranges.
This is a new and tweaked version of the Defense-Ranges Widget.
It is meant to replace the old Defense Ranges.
What needs to be checked but also fixed/added is this:
gui_defenserange_gl4
gui_anti_ranges.lua
should probably be merged intogui_defenseranges_gl4.lua
gui_attackrange_gl4
armmanni
orcormart
) visually explain their firing-arc very well, and not too cluttering)New zoomed out view with added LRPC cannons (yellow/orange) and anti-nukes (light-blue)
New zoomed in view on defense ranges with much less clutter:
PS. Also added as much Legion defenses as possible - but needs checking.