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by mecha
07 Aug 2009, 19:51
Forum: Game Development
Topic: Some Stuff That Happened Saturday Night
Replies: 63
Views: 5206

Re: Some Stuff That Happened Saturday Night

I haven't checked this forum for about a year and this is the first thread I read... ouch!
by mecha
26 Jul 2008, 23:33
Forum: General Discussion
Topic: Integrated voice system based on teamspeak2 ready for use
Replies: 116
Views: 19444

Re: Integrated voice system based on teamspeak2 ready for use

Yeah awesome stuff licho... This is definitely one of the needed features in spring (especially with everything else going towards voice integrated coms. Just need a trackir interface now :wink:
by mecha
06 May 2008, 07:55
Forum: Feature Requests
Topic: Integrated VOIP Support (Team Based)
Replies: 21
Views: 3218

Integrated VOIP Support (Team Based)

its probably been mentioned before but its sheer coolness means it deserves another going at. There's plenty of open source platforms we could tie it into. Here's one list I found here Imagine if we had team channels and a broadcast channel (similar to squadlevel/commander comms in project reality)(...
by mecha
06 May 2008, 07:24
Forum: Lua Scripts
Topic: Ground Fog!, without shaders.
Replies: 106
Views: 14714

Re: Ground Fog!, without shaders.

You know, it'd be awesome if we could use this to get rid or /obscure the skybox... Or even just fade out the corners of some of the maps. Make some non square looking maps finally!

Just my two cents :idea:
by mecha
14 Feb 2008, 09:02
Forum: Linux
Topic: problems updating spring
Replies: 9
Views: 1613

Re: problems updating spring

I'm also having trouble... mostly because buildbot.no-ip.org is down and can't figure out how to connect to server 6 on UF. (UF appears to be down at the moment as well). Can someone give me any ideas to a work around or a new buildbot location? I posted some of my terminal output in the ubuntu apt ...
by mecha
13 Feb 2008, 08:09
Forum: Linux
Topic: Ubuntu APT repository
Replies: 78
Views: 14108

Re: Ubuntu APT repository

I'm getting the same errors as the others alex@Optimus:~$ sudo wget http://buildbot.no-ip.org/~yokozar/apt/ ... gutsy.list --22:04:21-- http://buildbot.no-ip.org/~yokozar/apt/ ... gutsy.list => `gutsy.list' Resolving buildbot.no-ip.org... 83.133.124.129 Connecting to buildbot.no-ip.org|83.133.124.12...
by mecha
30 Sep 2007, 07:28
Forum: Lua Scripts
Topic: Lua FPS huds
Replies: 25
Views: 5038

Does anyone know if this will be included in the next release?
by mecha
11 Sep 2007, 06:10
Forum: Game Development
Topic: Spring:1944 dev and testing
Replies: 1207
Views: 115279

war at sea already has some really good quality ww1 ship models you could use

http://spring.clan-sy.com/phpbb/viewtop ... ht=war+sea
by mecha
10 Sep 2007, 16:47
Forum: Game Development
Topic: Spring:1944 dev and testing
Replies: 1207
Views: 115279

I was going to set it up so that the building had to be destroyed to get to the troops anyway.

i was also thinking about whether you could kill each unit inside the building using lua so that if a builing is 50% damaged then half the units inside have been destroyed
by mecha
09 Sep 2007, 21:52
Forum: Game Development
Topic: Spring:1944 dev and testing
Replies: 1207
Views: 115279

*this is a copy of a post in the art and modelling section* referring to some of the earlier posts regarding use of trenches A better implementation of this would be to have support for occupiable buildings. -i know s:44 is probably the only mod besides WD that would have any use for it but it would...
by mecha
09 Sep 2007, 21:49
Forum: Art & Modelling
Topic: S:44 Dump
Replies: 820
Views: 75788

spring 44 needs occupiable buildings

referring to some of the earlier posts regarding use of trenches A better implementation of this would be to have support for occupiable buildings. -i know s:44 is probably the only mod besides WD that would have any use for it but it would be a cool feature and would allow trenches to be used (if t...
by mecha
08 Sep 2007, 23:54
Forum: Game Development
Topic: Selectable Build Trees
Replies: 17
Views: 1088

talking about build trees, how would I do a research tree? ie a selectable list of technologies that take time and money to research (with a progress indicator too). Can I do this with lua at all? I know this is used a lot in other rts games but have yet to see an implementation in spring... I'm muc...
by mecha
31 Aug 2007, 22:58
Forum: Game Development
Topic: Is FF Dead or Alive... That's not the question, anyone care?
Replies: 67
Views: 7006

Personally I liked where optimus prime took it, people have tried making cut back versions before eg low fat FF, didn't really take off though (not meaning this as a flame, but look at the differences in download numbers). Maybe a mutator approach would be best. Probably the biggest thing I would ch...
by mecha
29 Aug 2007, 05:13
Forum: Game Development
Topic: Is FF Dead or Alive... That's not the question, anyone care?
Replies: 67
Views: 7006

They want you to notice one thing: So far, it is the only *working* FF mod for Spring, with working weapons, scripts, models and buildtree.


Question: what was broken with FF 1.8/1.9?
by mecha
29 Aug 2007, 05:07
Forum: Game Development
Topic: Spring stunned?
Replies: 29
Views: 2817

I'm also in computerless purgatory at the moment, moving to the states from NZ tends to make you throw everything heavy away, Was doing some pretty primitive work on LUA scenarios and a bit of work on War at Sea (anybody remember that one? :roll: ) Still a long cold alaskan winter coming up so heaps...
by mecha
01 Aug 2007, 01:02
Forum: Game Releases
Topic: Balanced Annihilation 5.5 is OUT
Replies: 276
Views: 38185

Its a shame that this development thread is starting to sound like all the other great mods which eventually died premature deaths from too much arguing. Final Frontier, E&E anybody? Seriously does it really matter? make your own version if you disagree with a dev and try it out (its easy enough...
by mecha
11 Nov 2006, 01:26
Forum: Feature Requests
Topic: LUA functionality expansion
Replies: 0
Views: 582

LUA functionality expansion

Building on michilusnimbuses work can the following functionality be implemented: -Allies can be set (and broken) through lua script. -lua scripts can be called through the lobby (in multiplayer games) -waypoints for units can be added easily. (just rewrite it so you can give the unit.goto(float3) f...
by mecha
11 Nov 2006, 01:10
Forum: Game Development
Topic: Battle tactics style mods? Multiple starting units; no com?
Replies: 6
Views: 1211

We can probably do it already using spring on a lan. Just take out the singleplayer line in the lua and get it to spawn some units. Everybody then connects in manually (using the "type the ip" method) and presto you have your game. See how much interest there is and maybe I'll do one. Prob...
by mecha
11 Nov 2006, 01:04
Forum: General Discussion
Topic: Lua mission builder
Replies: 34
Views: 3809

Ok my bases now look a bit better after editing the FBI files of the dragon teeth to make them selectable ie isfeature=0 so now the missionbuilder lua works a bit better. I have code sending units from each of the gates but cannot figure out how to test if the gate is dead. I assume a pointer to a u...
by mecha
03 Nov 2006, 09:55
Forum: Game Development
Topic: Final Frontier XE
Replies: 41
Views: 5099

*bump*

Any sign of a release?

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