ala keeps bugging me with single pixels he presumably gets stuck in. I wrote a patch that automatically converts any pixel that is surrounded by less than 2 solid pixels to PXS. It's pretty simple actually; just ~10 lines of code. I'd like some feedback what you think about the issue before pusing a patch.
Currently enabled for DigFree materials only, because the idea of creating loose granite pixels that might get stuck somewhere else frightens me a bit.
As a neat side effect, when you dig tunnels, earth sometimes crumbles from the ceiling, which looks rather nice.
(Patch attached)
Currently enabled for DigFree materials only, because the idea of creating loose granite pixels that might get stuck somewhere else frightens me a bit.
As a neat side effect, when you dig tunnels, earth sometimes crumbles from the ceiling, which looks rather nice.
(Patch attached)
Attachment: KillSingleDigFreePixels.patch - Released under the ISC license. (2k)
Worked nicely in acid gold mine. Pushed it. Does anyone have a good idea of what to do with single pixels of rock/granite?
Where do they come from? Only from explosions, right?
Maybe to a fast check for single pixels after explosions and just remove them as well? No idea whether that would be sensible/fast enough.
Maybe to a fast check for single pixels after explosions and just remove them as well? No idea whether that would be sensible/fast enough.
- I think a change in the object collision/contact code would be much better.
- This change doesn't allow frozen water.
- Acid creates single pixels, too.
- And I have no problem with one pixel walls at all.
- Regarding material pixels are removed in a special way this does break all DigFree commands.
Sometimes?!
I remeber single rock pixels when blasting granite in CR but I see no problem here again.
Even without polygon landscape I don't see a need for this. Clonks have shovels and Clonks without shovels only occur in very static/scripted adventure maps which have no rare pixels then. And the original solution for this problem was that the shovel works every time, wasn't it?
- This change doesn't allow frozen water.
- Acid creates single pixels, too.
- And I have no problem with one pixel walls at all.
- Regarding material pixels are removed in a special way this does break all DigFree commands.
>As a neat side effect, when you dig tunnels, earth sometimes crumbles from the ceiling, which looks rather nice.
Sometimes?!
>Currently enabled for DigFree materials only
I remeber single rock pixels when blasting granite in CR but I see no problem here again.
Even without polygon landscape I don't see a need for this. Clonks have shovels and Clonks without shovels only occur in very static/scripted adventure maps which have no rare pixels then. And the original solution for this problem was that the shovel works every time, wasn't it?
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