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Work In Progress / Coral Reef Terrain.
« on: February 24, 2024, 02:53:06 pm »
Coral Reef Terrain. Similar to the great barrier reef.
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All are doable, with a lot of work.
- Xcom crafts don't have any altitude at the moment... they just show UFO altitude if they follow a UFO or "very low" otherwise
- Showing a warning when crossing the texture boundaries is pointless:
* first if it's just a warning everybody will ignore it and it will pop-up so often it will become unplayable
* second, if it's an error then people will have to manually steer all craft like crazy around coast lines, which will also become super annoying after initial 15 minutes of fun (PS: the request to "pathfind" around coast lines automatically was already rejected)
- Showing a warning when crossing the texture boundaries is pointless:
* first if it's just a warning everybody will ignore it and it will pop-up so often it will become unplayable
* second, if it's an error then people will have to manually steer all craft like crazy around coast lines, which will also become super annoying after initial 15 minutes of fun (PS: the request to "pathfind" around coast lines automatically was already rejected)
This is a thread for Daev's suggestion.
If you have a different suggestion, open your own thread please.
EDIT: extracted into a separate thread
Anyway, I checked the code vs your requirements, it is going to be tricky to implement, but should be possible.
It will take a while though (optimistically in January 2024).
Niiiice. Hope to see it integrated into megamods.
Is it intentional that the water is walkable (or are the screenshots from debug mode and teleport)? That would make no sense compared to the other maps. And so, a challenge with the map could be that it could be difficult (or even impossible) to navigate across the map without flying. That might reduce its usefulness.
Adding "fakeUnderwater" was a LOT of effort.