Changes between Initial Version and Version 3 of Ticket #118


Ignore:
Timestamp:
Feb 9, 2013, 7:20:43 AM (11 years ago)
Author:
historic_bruno
Comment:

The last part of this ticket was mostly implemented in r13143, for Atlas entity placement and in-game construction. Still need to generate random seeds for:

  • unit training - so that e.g. the first unit you train doesn't always look the same on the same map (currently tied to entity ID instead). How to handle batches?
  • wall construction - not as important, they don't have much variation?

Selection strings are still TODO.

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  • Ticket #118

    • Property Milestone Atlas Stage 1Backlog
  • Ticket #118 – Description

    initial v3  
    1 Save the actor variation for Entities and Nonentities when saving map files in the editor, and use them when the map is loaded.
     1Save the actor variation for entities when saving map files in the editor, and use them when the map is loaded.
    22
    33Preferably, don't do it too inefficiently: don't store "Idle" for entities; modify the XMB format to have fewer redundant strings; and:
    44
    5 For objects which the designer wants to just be random, perhaps generate the initial variation pseudo-randomly and deterministically, based on a single ID number - then if the map is saved, it only has to save that number and not all the variation strings. (It shouldn't be a new random variation each time you load the map, because that'd be confusing when saving/reloading in the middle of a game and when doing multiplayer). The variation will become wildly different if the actor XML file is modified, but that is not very common and shouldn't matter.
     5~~For objects which the designer wants to just be random, perhaps generate the initial variation pseudo-randomly and deterministically, based on a single ID number - then if the map is saved, it only has to save that number and not all the variation strings. (It shouldn't be a new random variation each time you load the map, because that'd be confusing when saving/reloading in the middle of a game and when doing multiplayer). The variation will become wildly different if the actor XML file is modified, but that is not very common and shouldn't matter.~~