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TKoK 3.0 - The Resurrection - We're Back!

Discussion in 'Map Development' started by Vexen.X, Jul 10, 2009.

  1. RaiN.

    RaiN.

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    Hahaha, everyone is asking who is Fled ^^

    P.S. Yes its Fledermaus
     
  2. ~Void~

    ~Void~

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    Pardon the unforgivably bad image editing, but you get the idea.
     

    Attached Files:

  3. Palaslayer

    Palaslayer

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    where can i get it?
     
  4. Kricz

    Kricz

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    I stilll wonder how you guys make the FSI multi player instanceable...
    These Icons used are destructibles or units? Or has every player his own Inventory-Placement on the Map? Could you say how big the map now is Vexen? Or show us some Screenshots of the terrain :D
    Edit: i mean the new terrain^^
     
  5. AKAIMAX

    AKAIMAX

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    They are probably destructibles and to make the inventory or the bag system MUI, they might be using DGUI and creating the inventory for the Local Player. And its not MUI but MPI. There's no point of having the full screen systems MUI if one player could only see one at a time.
     
  6. Ranger21

    Ranger21

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    How you prevent units to die? Explain that recycle system...

    Can be it used for respawn? ( Unit dies, heroes takes exp and after some time that unit respawn(Without creating new one))
     
  7. Kricz

    Kricz

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    @ AKAIMAX:
    I think you can't hide/create units for special player this would give you desyncs...
    The only way it could be can be the function "SetUnitVertexColor(red, green, blue, aplha)...
    Don't know if this makes it possible beacause on the screen it looks like dragging the icon on its place...
    Will test the SetUnitVertexColor in one of my fullscreen System :D
    And i think the FSI of TKoK is in vJass nuow not like Toads System in ugly normal Jass or?
     
  8. Ranger21

    Ranger21

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    Vjass after compiling looks much more ugly...

    Explain recycle system please
     
  9. RaiN.

    RaiN.

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    When the mob get to 0 hp he isnt killed but is hided and is putted in an array with with other mobs like him and when the respawn system needs to spawn a mob it isnt creating a new mob but is pickin a proper one from that array, setting its hp to max, moving it to the spawn point and showing it. And it goes on an on...
    I cant say thats the way they did it but thats one of the ways ^^
     
  10. Viikuna

    Viikuna

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    If Fledermaus is behind it, they probably use damage detection to find out when unit is about to die and fake its death. Something like in that system moyack released.
     
  11. Vexen.X

    Vexen.X

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    when a unit reaches 0.405 hp, it's considered dead, since you can detect this, then prevent the death, you can recycle the unit by moving it off screen, restoring its HP to full and removing all buffs. Start a timer then respawn it when you are ready

    The system we are using for the FSI is something I wrote from scratch, no external systems were used or borrowed from somebody else. I did the creation/grid layout, and some of the basic code. Fled did the rest

    The talent tree system uses the same code for the grid layout and creation.

    We use 1 spot off screen and hide/show destructables based on whos viewing it at the time. All 8 player's inventory is stacked ontop of each other, same for the talent tree, but since you can hide/show destructables without desyncs, we do that to save space

    We use Rising_Dusk's damage detection system modded for our own purposes and a new system based off the damage detection for healing detection
     
  12. Ranger21

    Ranger21

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    I guess it will bug hardly

    You can't properly prevent death of all units when they reach 0.405 hp.

    Or you do some heavy tests on that system? Kill 60 units in 5 seconds?

    And you can't set hp of died unit to max. (he still will be death)
     
  13. Viikuna

    Viikuna

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    Why would it bug hard?

    Damage event is triggered before unit actually takes damage, so preventing it from dying is pretty safe and all.
     
  14. Ranger21

    Ranger21

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    Test it with 100 units die in 1-3 sec.

    {EDIT}
    I have tons of questions about preventing unit die,

    Maybe just show me how you do this?
    With 0.405 hp plz

    That not possible if unit get killed also in one hit or die from deregeneration
     
    Last edited by a moderator: Jul 28, 2009
  15. RaiN.

    RaiN.

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    You detect the damage with a damage detection system, and then calculate. If that damage is enough to kill the unit you heal him and as the detection is done before the damage itself, the heal saves the unit from dying. After that you just move it somewhere out of the map, and store him there waiting to be respawned. What is so hard to get...
     
  16. Ranger21

    Ranger21

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    Give me any system with that concept and i show you - they bugs like hell.

    Recreating units not bad, but for skills with Damage Detection need, ofc recycling is better.

    But bugs will eat you then.

    Goodluck anyway with this
     
  17. Vexen.X

    Vexen.X

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    We had had no problems whatsoever with this system, since, as stated above,

    The damage detection triggers always fire before damage is actually dealt to the unit. It's always possible to detect if a blow will kill the unit and if you should prevent that blow or not before it even happens.
     
  18. Viikuna

    Viikuna

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    As usually, things work if you do them correctly.

    Ranger21, you obviously do something wrong.
     
  19. Kricz

    Kricz

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    @Vexen.X:
    but i think the buttons like these item in the Inventory Screen are units or?
    Aren't there any desyncs if you hide then for other players with GetLocalPlayer() ??
    Thats something what would interest me...
    Another questions I would want to know is how much place take these FS-Systems?


    @Ranger21:
    I know vJass lokkes compiled more ugly but in the editor it looks much more better than Jass2. And of course it has alot of improvements like structs, global vras decleration etc..
     
  20. Ranger21

    Ranger21

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    Well , i still think you system can't support deregen. (only deregen from damage).

    No prove?:p