Title: SC2 (timewarp) ship data question :) Post by: Angelfish on July 10, 2009, 11:45:08 pm When rummaging around the shipdata inifiles of the (defunct) timewarp project, I encountered the following:
The Arilou Skiff has a TurnRate of 0 The Chenjesu Broodhome has a TurnRate of 6 The Utwig Jugger has a TurnRate of 1 These data appear to be taken from the original SC2 shipdata. Does anyone know how the game translated this to the actual turnrate ingame? Was it some sort of 'turning delay' ie. once every 6 gamecycles the Chenjesu would turn, etc.. or was it something else? Title: Re: SC2 (timewarp) ship data question :) Post by: meep-eep on July 10, 2009, 11:51:28 pm Yes, it was a delay, in number of frames.
Title: Re: SC2 (timewarp) ship data question :) Post by: Angelfish on July 10, 2009, 11:56:19 pm So to implement it into a system with more rotations I'd have to assume that the arilou rotates 360/16 degrees every frame :)
Thanks! Title: Re: SC2 (timewarp) ship data question :) Post by: CelticMinstrel on July 11, 2009, 04:01:38 pm But then what does a TurnRate of 0 mean?
Title: Re: SC2 (timewarp) ship data question :) Post by: Dragon on July 11, 2009, 05:57:52 pm No delay, the ship can turn once evrery frame (which is why the Arilou turns so fast).
Title: Re: SC2 (timewarp) ship data question :) Post by: Angelfish on July 13, 2009, 07:19:50 pm Thanks for all your help..
But then the next question: at what framerate does UQM run? Title: Re: SC2 (timewarp) ship data question :) Post by: meep-eep on July 13, 2009, 07:52:58 pm 24 FPS in combat and HyperSpace. 30 FPS in star systems, 20 FPS in the setup menu, 36 FPS during the credits. Don't ask me why these are all different.
Title: Re: SC2 (timewarp) ship data question :) Post by: Angelfish on July 13, 2009, 08:58:12 pm Thanks :).
Though 24fps seems a bit low for modern day games. Since my 'experiment' runs at 36fps, i've added a rotation scale factor of 24/36 which should enable me to use original shipdata and maintain the same 'effect'. |