Search found 104 matches
- 26 Jun 2011, 12:09
- Forum: SPADS AutoHost
- Topic: Trouble installing SPADS on Windows
- Replies: 26
- Views: 3346
Re: SPADS AutoHost beta release
you need to have the exact same version of the mod on all machines participating in the game. if the .sdd folder contains cache/temp or hidden files for example, it is considered different. in other words, pack the folder contents into an sd7 or sdz, move the sdd folder out of the data dir, and use...
- 26 Jun 2011, 10:58
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
To make my fights last longer is it smart do just quadruple the armor values of all my units or, would that not be a good way to go about things ? If by armour you mean health go ahead. If by armour you mean a damage reduction thing you would be better off using health as tooltips can read DPS and ...
- 25 Jun 2011, 22:53
- Forum: SPADS AutoHost
- Topic: Trouble installing SPADS on Windows
- Replies: 26
- Views: 3346
Re: SPADS AutoHost beta release
What do you mean by "for some reason I then have to download my own mod" ? What's your nickname in lobby ? ah well for clearaty , I'm testing this on one machine. I made an account alphadomination that is used by the SPADS bot. Next I logged in as sunspot in the lobby and I tried joining ...
- 25 Jun 2011, 22:36
- Forum: SPADS AutoHost
- Topic: Trouble installing SPADS on Windows
- Replies: 26
- Views: 3346
Re: SPADS AutoHost beta release
K I got it sofar that the server starts, and the bot appears in the gamelobby. But for some reason I then have to download my own mod , that well ... doesn't download ... So do I have to configure the filelocation of my mod and declare it as something downloadable ?
- 25 Jun 2011, 20:27
- Forum: SPADS AutoHost
- Topic: Trouble installing SPADS on Windows
- Replies: 26
- Views: 3346
Re: SPADS AutoHost beta release
Hum that's weird, your post didn't appear in the "Last post" column: http://img19.imageshack.us/img19/3039/bugaf.jpg yeah the forum is acting weird the last few hours. Hmmm I used the filename of the Map though, so I need to look for some metainfo on the map somewhere to get the entries r...
- 25 Jun 2011, 16:07
- Forum: SPADS AutoHost
- Topic: Trouble installing SPADS on Windows
- Replies: 26
- Views: 3346
Re: SPADS AutoHost beta release
Thanks that did the trick, but heu does this mean the unitsync.dll of the Spring installer is outdated ? No, it's just that a non-backward compatible change has been made in a minor Spring version (0.82.7.1) . This problem will disappear with next Spring release... k thanks got , well now I'll need...
- 25 Jun 2011, 15:19
- Forum: SPADS AutoHost
- Topic: Trouble installing SPADS on Windows
- Replies: 26
- Views: 3346
Re: SPADS AutoHost beta release
Thanks that did the trick, but heu does this mean the unitsync.dll of the Spring installer is outdated ?bibim wrote:Can you try replacing the unitsync.dll file in your Spring installation directory with this one: http://planetspads.free.fr/spads/unitsync/unitsync.dll ?
- 25 Jun 2011, 14:09
- Forum: SPADS AutoHost
- Topic: Trouble installing SPADS on Windows
- Replies: 26
- Views: 3346
Re: SPADS AutoHost beta release
As written in the original post of this thread : ActivePerl "Windows ( x86 )" must be installed It seems you're using version "64-bit, x64": [...] at C:/Perl 64 /lib/DynaLoader.pm line 201, <STDIN> line 1. [...] k my bad , I'm used to installing 64bit releases.... Well I got the...
- 25 Jun 2011, 12:28
- Forum: SPADS AutoHost
- Topic: Trouble installing SPADS on Windows
- Replies: 26
- Views: 3346
Re: SPADS AutoHost beta release
I tried installing Spads but after updating the installer I get following error C:\Spring\spadsInstaller>perl c:\Spring\spadsInstaller\spadsInstaller.pl stable NOTICE - [SpadsInstaller] Components are up to date, proceeding with installation... 2/10 - Please enter the Spring installation directory [...
- 25 Jun 2011, 11:22
- Forum: Art & Modelling
- Topic: Core t2 bots - Finished!
- Replies: 88
- Views: 23967
Re: Core t2 bots - Finished!
small question, how much TA units have you converted this way ? Any chance you have these done somewhere :) armmar, armpw, armrad, armstump, armbrtha, armcom, armflak, armguard, armhlt, armjamt, armllt, armmakr I really like the style you are forging your units in, and would love to use them in my s...
- 25 Jun 2011, 10:55
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
Well I found sollutions for most of my problems now - constructions don't decay, so the metal won't come back into the pool ever - I've put collidefriendly = 0 on my weapondefs, so that units will always fire, which didn't seem to be the case - I've given up on letting things cost just 100 metal sin...
- 25 Jun 2011, 09:07
- Forum: Feature Requests
- Topic: metal and energy interceptor
- Replies: 5
- Views: 1079
Re: metal and energy interceptor
Why even used the engine energy and metal? You could lua your own resources Thats something to think about for my next iteration of coding. But if I would do it this way, I believe I would write a generic script that could work on any game then a specific one. Letting people use their own resources...
- 24 Jun 2011, 22:35
- Forum: Feature Requests
- Topic: metal and energy interceptor
- Replies: 5
- Views: 1079
metal and energy interceptor
I'm not sure if this is easly done in the current master code. But can an interceptor (callin ?) be created before metal or energy gets added to the pools ? example: I don't want , once an incomplete build times out to have it's resources refunded. Then I could do somehting like this gadget:unitdest...
- 24 Jun 2011, 20:46
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
so I start building units and get to 0, then I try building another unit and bang all of the sudden , full metal bar ??? you get the resources back if you cancel a construction. maybe its that? Well maybe, but my unit is only 100 metal ... how would getting those resources back fill a 2000 metal ba...
- 24 Jun 2011, 20:42
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
The number displayed in cost= tooltip is just for display. If you have metalcost=100 and energycost=0 it should really only substract 100 metal from your storage. Well, how big is the difference anyway? Just 1 (then Id say rounding error in the resbar) or more? Did the unit get damaged during const...
- 24 Jun 2011, 20:14
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
does it really cost more metal or is it just the tool tip? the tool tip "cost=xxx" is something like cost=metalcost+energycost*60 so not very reliable. It was the real cost, I took notice of the metal bar, thing is I don't use energy cost so thats 0. That means the real cost is 100+(0*60)...
- 24 Jun 2011, 19:56
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
I've checked out the SPADS thing, and it seems to be my ideal choice for the server. Now for the gameplay ... I've put my units at 100 metal cost each ... and for some reason it costs more if I build one ... how does the engine deal with metal costs ?
- 23 Jun 2011, 12:03
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
You could have bot-teamembers handing over there stuff once a new player re-joins, and retaking it once he leaves. Sounds like a dirty workaround then a sollution, but might have to be considered it seems. Unless there is a way to force a map to have only 2 alliance teams, maybe in a map_info.lua o...
- 23 Jun 2011, 07:57
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
zwzsg told me yesterday there is something as a dedicated server. Yay exactly what I need but ... what about this. Is it possible to start a map, where there are only 2 alliance teams ? I want my players only to be able to join team a or team b. But they are completly free to jump into the game at a...
- 22 Jun 2011, 22:54
- Forum: Game Development
- Topic: Gameplay concept : Objective based skirmish
- Replies: 104
- Views: 11304
Re: Gameplay concept : Objective based skirmish
But domination.. that puts you in the middle of the list... under balanced annhi, under anything...why do you think aa, ba and zerok rule the world? Same reason why everbody puts important stuff in the first and last two sentences of a speach.. nobody cares about the middel.. Thats why my modname s...