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(12) Snow and hazards 0.6.0

01-07-2007, 06:13 PM#1
Vexorian
This map is supposed to be a jassHelper demo but it is also kind of playable. It is about dodging stuff and fighting with the other players. And there are items and that kind of nonsense. 10(11) levels full of action.

Have fun throwing snowballs at other players to slow them down or use dash to harry up and push them onto the water.

Update: Some polishing there and here... You can't use swap while invulnerable anymore, revive effect is only visible for the hero's owner and cut the duration of all the levels+ added music.

Update: Anitarf says that targeting was broken so snowballs and bananas are 'easier' to target.

Update 0.4.0: Revamped snowball/banana bomb targetting again.

Update 0.5.0:
- Level 10/11 no longer causes flamestrikes.
- Bouncing stuff code should be more efficient (less lag)
- Hopefully this fixes the extreme lag in level 10/11 to some decent extent.
- Fixed an innacurate timer window (game ended way before the timer window got to 0.)
- No longer can die during the ending...

Update 0.6.0
This is for wc3 1.23b or later, if you are still on 1.23 or earlier, use 0.5.0 instead.
Attached Images
File type: pngs1.png (940.6 KB)
File type: pngs2.png (173.2 KB)
File type: pngs3.png (236.2 KB)
File type: pngs4.png (231.8 KB)
Attached Files
File type: w3x(12)SnowAndHazards0.5.0.w3x (564.5 KB)
File type: w3x(12) Snow and Hazards 0.6.0.w3x (563.9 KB)
01-08-2007, 03:19 PM#2
Mc !
You forgot to say I helped in making the map :P
01-25-2007, 03:25 PM#3
Vexorian
Anitarf says I should bump the thread when the map is updated so here it is.
01-29-2007, 08:28 PM#4
BlinkBoy
Do you delete the comment posts or what?. I'm surprised that no one has commented about this map. The Jass inside it left me like . The system works perfectly & quite fast. You know, you should use Bezier & Linear Interpolations to move everything smoothly, it could turn better and more realistic.

If you want you can take this code that I wrote. I'm using bezier curves instead of polar projection, because they are even faster to process than Sine & Cosine. If you are interested, I'm adding Hermite Curves soon.

Collapse JASS:
library Interpolation

    function Linear_Intp takes real a, real b, real t returns real
        return a + (b - a)*t
    endfunction

    function Bezier_Intp3 takes real a, real T1, real b, real t returns real
    local real m = Linear_Intp(a,T1,t)
    local real n = Linear_Intp(T1,b,t)
    return  Linear_Intp(m,n,t)
    endfunction

    function Bezier_Intp4 takes real a, real T1, real T2, real b, real t returns real
    local real ab = Linear_Intp(a,T1,t)
    local real bc = Linear_Intp(T1,T2,t)
    local real cd = Linear_Intp(T2,b,t)
    local real m = Linear_Intp(ab,bc,t)
    local real n = Linear_Intp(bc,cd,t)
    return  Linear_Intp(m,n,t)
    endfunction

    function Bezier_Intp5 takes real a, real T1, real T2, real T3, real b, real t returns real
    local real ab = Linear_Intp(a,T1,t)
    local real bc = Linear_Intp(T1,T2,t)
    local real cd = Linear_Intp(T2,T3,t)
    local real dc = Linear_Intp(T3,b,t)
    local real i = Linear_Intp(ab,bc,t)
    local real j = Linear_Intp(bc,cd,t)
    local real k = Linear_Intp(cd,dc,t)
    local real m = Linear_Intp(i,j,t)
    local real n = Linear_Intp(j,i,t)
    return  Linear_Intp(m,n,t)
    endfunction

endlibrary

01-30-2007, 01:08 AM#5
Vexorian
The little problem I had with alternatives to sin and cos is that I still need the angle because of the facing, will try to check this later though.

In this case though you should try to use define or inline manually the Linear_Intp function cause now because of the function calls it should be slower than sin/cos
01-31-2007, 03:26 AM#6
emjlr3
wow simply amazing, nuff said

some of those levels were so damn neat

however the last level did get laggy for me at times, and was mega hard

regardless, one really neat map, showing off some even neater things
01-31-2007, 12:05 PM#7
Vexorian
Last level should be a problem in some comps because of the movement and the multiple flame strikes and a lot of stuff, I guess it is a graphics issue. Perhaps I could try increasing the timer value for the last level or something like that
01-31-2007, 01:09 PM#8
grim001
Or you could tell people with slow computers to go die...


When will you turn this map into a usable system? As you know I got horrible errors trying to extract it, and even without the errors nothing worked anyway.

Or is this going to be integrated into the sucessor to the caster system?
01-31-2007, 01:43 PM#9
emjlr3
sucessor, there is a neat idea

I let Vex do all my coding and I just fill in the little gabs where need be :Þ

but yea i think the laggyness came from the flamestrikes, it was fine for every other level
02-01-2007, 12:16 AM#10
BlinkBoy
Quote:
Originally Posted by Vexorian
The little problem I had with alternatives to sin and cos is that I still need the angle because of the facing, will try to check this later though.

In this case though you should try to use define or inline manually the Linear_Intp function cause now because of the function calls it should be slower than sin/cos

Sin/Cos aren't faster, but done in 1 micro operation, because both functions were hardware-programmed. Yet all I do is to use Sin/Cos once for getting the other interpolated point, and then I use Linear_Intp for interpolating.

I also made a test, a made a timer that runned every 0.05 seconds, I made it create an hermite curve between 2 units, creating 50 points every time. I didn't had any lag. Then, I made the same thing, but now a extreme line with Sine and Cosine, it created 50 points in the same interval. It resulted that there was some lag.
02-01-2007, 02:29 AM#11
Vexorian
your benchmark sounds kind of too fuzzy
02-01-2007, 08:50 PM#12
BlinkBoy
Quote:
Originally Posted by Vexorian
your benchmark sounds kind of too fuzzy

ya, I pretty much tried to use the heavier of my interpolation functions, which was hermite, to test it, even though this is a qualitative demostration and not a quantitative, which would be the correct one. I guess that now, I get what you mean for the Linear_Intp, I shouldn't call the function, but replace it in Bezier_Intp#?
02-08-2007, 08:06 PM#13
Callahan
This map has a snowball effect......k thx bye
02-08-2007, 09:40 PM#14
Vexorian
Quote:
Originally Posted by Callahan
This map has a snowball effect......k thx bye
Huh?
---
To anyone who cares: update 0.5.0
02-09-2007, 06:22 PM#15
Callahan
forget it that's just a stupid off topic pun...