G33X Nexus Entertainment > Bug Reports

Bug Reports For v0.3.1 alpha

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Morgul:
It happens because the recoil of the collision send you flying off at such a high velocity that you leave the 'sector'. Basically, we only have one sector, which is rather bad. (The ship's position is based of the center of the sector it's in, and as all the CS majors know, there comes a point when any number datatype rolls over... when that happens the ship disapears.) It's not even a problem with the game... it's just a problem with the map. As soon as we work on it a little more (making it larger, adding sectors, etc.) the problem *should* go away. Now that I've said all this, whitelynx will post explaining why I'm completely wrong. Oh, well.

Caenus:
Yeah, the speedometer has been mentioned before.  I tried the stuff mentioned (specifically holding C) and I could never get the ship to stop, it would decelerate to approximately 8000 units and then apparently alter directions because it would then jump right back up to 15000.  It's next to impossible to adjust the forward/reverse thrust to control your speed because after a minute or so of flying around, there is no point of reference.  All stars disappear.

Morgul:
Yeah. We need to come up witha  good way of *faking* stars, or some other background reference. I want to make a dust particle cloud that sits in most of the sector, but with my luck that will slow everythingto a crawl. Dave and I are looking into what we can do... But we'd like some suggestions. (keep in mind this is all just map design stuff.. something I personally am not good with. I know what works, and what doesn't, but I don't know how to get from not working to woring. :P)

Caenus:
The thing I do on CS maps is create a HUGE box with a sky texture skin.  Then I place the map itself within the box - instant sky. 

Morgul:
Yes, a skybox. Problem is, I don't know how well it would work for space... but it might. We've talked about it... we'll have to give it a a shot.

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