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openrts's Issues

Améliorer le système de sélection des unités

La sélection réelle ne correspond pas à ce que le joueur fait: au mieux il aura toute les unités visuellement dans le cadre qu'il fait avec sa souris (rare), au pire, aucune (arrive plus souvent que l'autre cas), et le plus souvent une partie seulement.

Create model for multi-tile cliffs

We need wider models for better visuals and less repetitivity.

There are two types of multi-tiles cliffs :

  • double orthogonal 4_2_4
  • triple diagonal (triptych) in that order : salient, corner, salient 4_4_4

The level designer will need to create correct cliff paths to allow the engine to place these wider models.

Implement PhysicActor

To add physics to the scene, to make ragdoll and other physical objects fly away !

Éditeur : créer une interface graphique dédiée.

creer des fenetre ou des layout ou que sais-je avec AWT pour :

  • modifier l'outil en cours
  • modifier le pencil
  • gerer des listes pour les objets de décors
  • afficher les boutons de base comme sauvegarder/charger, modifier le map style

Units selection

  • be able to select all unit of the same type (unity) present in screen by double clic on one.
  • be able to add and remove a single unit from a selected group, by holding control key
  • combine those two features

Center the missile model on its head

Finalement, c'est plus logique à géré ainsi :
Au launch, l'arme qui fait naître le missile est située dans l'espace par un bone de "sortie", donc le missile apparaît à l’intérieur de l'arme.
A l'impact, le test d'arrivé est plus simple si on doit juste déterminer si la tête est dans la zone d'impact.

Create ground's trinkets

There will be three types of ground trinkets :

Over the ground : 

vegetation, rocks, buildings, etc. These models must have underground part because of the ground's relief.

Under the ground

appearing through a glass floor that make the ground transparent. Crater, brake, dig, undeground buildings like missile silo, etc.

On cliffs

These trinkets will be stuck to cliffs. dropping vegetation, scree, mine or underground entrance, doors, balconies, hoses, etc.

Create test models for manmade ramps

Only for orthogonal cliffs. Diagonal ramps for diagonal cliff are not implemented for now.

We need a model for each side (or can we make a mirror in the code) and a model for each ramp's length. Length should be >= 4 for the slope to be nice.

Place trinkets automaticaly, like vegetation

a map can be procedurally popullated with vegetation, rocks and other little trinkets.

We should have a trincket map, blending presets of trinkets on each layers.

This map could be created according to the relief (more rocks and trees on an unwalkable slope) or the cliffs (vegetation on top and bottom of natural cliffs, crates and baricades at manmade cliffs)

This map should be manually painted.

Normalization of the names of bones (human Tank)

BRoot Root
Bxx Structural bone or serving only for animation
BMuzzlexx Muzzle Flash. Use with BMuzzleVecxx
BDustxx Dust projection (units movement). Use with BDustVecxx
BJetxx Reactor effect. Use with BJetVecxx

Bone coords are incorrect on pitching projectiles

c'est pas un problème dans le modèle, c’est bien dans mon code :)

Pour mémoire, les bones dans l'espace modèle sont translaté dans l'espace monde selon le z du mover, sans considération de sa rotation dans l'espace (notamment pitch).

Make a test unit for multi turret

deux tourelles, si possible éloignées, avec une arme sur chaque. Par exemple un truc comme le mothership des protoss, ou un cube avec deux cube et des cubes. bref, un machin pour tester le multi turrets quoi

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