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#xxl

adrientd
and every pool contains its own type of romans
pegperegogaucho
any idea what this is?
adrientd
sometimes it is, sometimes it isn't, maybe it depends on the previous flags?
adrientd
as for the group values, first 28 bytes are for the group, 8 bytes for the squad base, then for the squad: ```C++ std::array mat1, mat2; float sqUnk1; Vector3 sqUnk2; std::array, 4> refs; std::array sqUnk3, sqUnk4; uint32_t sqUnk5; //uint32_t numChoreographies; std::vector> choreographies; //uint32_t numChoreoKeys; std::vector> choreoKeys; struct Bing { uint32_t a; uint8_t b; }; std::vector bings, dings; std::vector fings; std::array sqUnk6; uint16_t sqUnk7; uint8_t sqUnk8; struct PoolEntry { kobjref pool; kobjref cpnt; uint8_t u1; uint16_t numEnemies = 0; //(DRM!!!) uint8_t u2; kobjref u3; }; std::vector pools; uint16_t sqUnkA; float sqUnkB; uint16_t sqUnkC; ```
adrientd
You can see a lot of unknowns :/
adrientd
:LUL:
adrientd
and now fings!
pegperegogaucho
:UhhChamp:
pegperegogaucho
tf is that?
adrientd
Same
pegperegogaucho
infinite walls are not infinitely high. disappointed :WeirdChamp:
pegperegogaucho
top 10 plot twists
adrientd
Yeah, it's just taking the base vertex and setting the Y coord to 1000.0f
adrientd
anyway it's not possible to draw infinite walls with modern GPUs
adrientd
except with some tricks, that might not be perfect
pegperegogaucho
the devs must have thought theyre really funny :WeirdChamp:
pegperegogaucho
so its not infinite after all :PauseChamp:
pegperegogaucho
just as infinite as adriens editor renders infinite walls :KEKW:
pegperegogaucho
the big box probably limits where enemies can go, thats my guess
pegperegogaucho
and they cant be triggers