Debris stuff
Posted: Fri Dec 02, 2005 2:02 am
We need something to discuss in here while HLP is offline, so howsabout debris?
Well, I was recently playing Love the Treason in full SCP goodness, - paying special attention to any (more...) bugs with the two Aeolus' that jump in.
When they exploded however, I noticed that despite the fact that the Aeolus' debris constitutes the whole mass of the ship - split over 13 chunks with a burned and blackened texture to match, only 2 or 3 pieces of debris actually made it out to drift off. :\
"Well.....that's kinda annoying" I thought, but it was only when the decoy Sunder is scuttled that I noticed the problem is getting worse - not a single piece of debris was generated by the ship intended to create the fake debris field!
So of course it looked a little silly when Snipes is yelling at the Sevrin to scan the debris field for the Sunder.
I know this sorta discussion has cropped up before, but meh. 'ere it is again.
I'd imagine the best solution would just be to increase the maximum number of debris chunks that can exist at one time and increase the debris hitpoints so they actually survive the blasts and can drift off happily ever after. (slowing them down as well might be cool too, but it's not all that important)
Performance wise, might it be possible/wise to blow up chunks once they appear too small to see?
Thoughts?
Well, I was recently playing Love the Treason in full SCP goodness, - paying special attention to any (more...) bugs with the two Aeolus' that jump in.
When they exploded however, I noticed that despite the fact that the Aeolus' debris constitutes the whole mass of the ship - split over 13 chunks with a burned and blackened texture to match, only 2 or 3 pieces of debris actually made it out to drift off. :\
"Well.....that's kinda annoying" I thought, but it was only when the decoy Sunder is scuttled that I noticed the problem is getting worse - not a single piece of debris was generated by the ship intended to create the fake debris field!
So of course it looked a little silly when Snipes is yelling at the Sevrin to scan the debris field for the Sunder.
I know this sorta discussion has cropped up before, but meh. 'ere it is again.
I'd imagine the best solution would just be to increase the maximum number of debris chunks that can exist at one time and increase the debris hitpoints so they actually survive the blasts and can drift off happily ever after. (slowing them down as well might be cool too, but it's not all that important)
Performance wise, might it be possible/wise to blow up chunks once they appear too small to see?
Thoughts?