Hosted Projects - Non-FreeSpace > StarShatter Open Source Project
Starshatter modding tools
light_gemini:
As far as I see theres no limit in the code expect "0". The limit should be on other factors I cannot exactly tell (fps, cpu?, accuracity of time measuring?,game exec. time steps?, engine crash?)
MatthTheGeek:
Add to that some stuff as object limit, projectile limit, collision pair limits... If SS has any such hardcoded limits that is.
Dragon:
--- Quote from: MatthTheGeek on June 28, 2012, 04:39:29 pm ---Add to that some stuff as object limit, projectile limit, collision pair limits... If SS has any such hardcoded limits that is.
--- End quote ---
Well, that's about what I was asking about. Are there any hardcoded limits that I could hit when trying to make things realistic?
For such an old game, Starshatter seems conspiciously devoid of obvious hardcoded limitations.
MatthTheGeek:
Such an old game ? Wut. It's an '06 game.
In HW2 ('04), most of the limits I mentionned above are definitely dynamic (never managed to get the game to crash with a recursive self-spawning cluster missile, for example).
Dragon:
Well, I admit I don't have that much experience with modding games from that era (I mostly work with antique titles such as FS2 or Freelancer). Anyway, I'd like to know if there's anything except computer performance that would prevent realistic ROFs from being feasible. It seems like there's no such thing, but I'm still not sure.
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