Search

Search found 76 matches

by Kelson
10 Sep 2006, 01:49
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 364381

Nice to see the Juno / EMP increases, I've felt those were needed for a long time. Not sure the mercury / screamer cost were increased enough for what it looks like you're trying to accomplish (special antiair... not something you just spam). Looks like Core got a bit stronger again, but nothing hor...
by Kelson
08 Sep 2006, 14:56
Forum: Engine
Topic: Camera/Perspective issues with Widescreen and Dual Monitors
Replies: 18
Views: 1824

I use 1680x1050 on my laptop and I don't seem to have any fisheye effects or tree issues. The leafless trees are awesome though...
by Kelson
08 Sep 2006, 14:49
Forum: Engine
Topic: Adjusted GUI
Replies: 18
Views: 3196

I'd like it with a constant sized font for the buttons (had the same problem when making buttons for my group ais forever long ago...). The rest looks alright, though a border around the text box would also add a lot imo. And I just noticed, the top of the buttons is the top of the button box, they ...
by Kelson
07 Sep 2006, 03:22
Forum: AI
Topic: Idea with AI
Replies: 8
Views: 2781

More often than not, a person leaving HAS an ally already; their stuff is taken by their remaining allies all at once. Unfortunately for the receiver, this spreads their attention out along a (typically) larger area and gives one less mind opposing the enemy. The idea with these AIs is to help in si...
by Kelson
06 Sep 2006, 00:16
Forum: AI
Topic: Idea with AI
Replies: 8
Views: 2781

There is nothing blocking the engine patch from ALSO informing the AI it has gained new units to allow it to start using them (unitcreated could work for this - though it is of course a hack). The only thing required should be a modification to the engine to allow the host to set AIs for players tha...
by Kelson
11 Feb 2006, 11:55
Forum: General Discussion
Topic: Intense Glitchy-ness
Replies: 13
Views: 2055

I've actually managed to corrupt the running memory of TASpring a couple times during loading, but not during actual gameplay. Most likely, an error in logic at one point of the program began propagating and just produced those odd effects. Be happy, I suppose, that you didn't outright crash. I'm no...
by Kelson
11 Feb 2006, 11:49
Forum: General Discussion
Topic: Windoze
Replies: 22
Views: 3259

The real question - does it run under MenuetOS?
by Kelson
11 Feb 2006, 11:46
Forum: AI
Topic: Krogothe's Metal Class v2
Replies: 65
Views: 10457

The only problem with that is it doesn't really take that long (mine doesn't cause any visible delays [1.6GHz]) to go add up the metal value of every spot on the map (sum of all metal spots within extractorRadius around it). In fact, it might even be slower (and it certainly can be) to load a file c...
by Kelson
10 Feb 2006, 22:35
Forum: Ingame Community
Topic: Spring Tournament
Replies: 55
Views: 10871

In AA, I use boats whenever water exists - AA boats are extremely overpowered (and the gunships are pretty destructive as well). I've repeatedly seen a losing team have one player pull water late in the game and dominate the other team very shortly afterwads. I would be very opposed to any water map...
by Kelson
10 Feb 2006, 22:33
Forum: AI
Topic: Krogothe's Metal Class v2
Replies: 65
Views: 10457

Not to shit up your thread Krogothe, but AF - stop being such a drama whore. On topic, I've been busy with other project at the moment, but I'd like to see it - maybe merge it with my improved version (or perhaps you went down the same paths to manage single-pass parsing). Or, whatever - it seems yo...
by Kelson
06 Feb 2006, 15:16
Forum: General Discussion
Topic: Yet another discussion about commanders
Replies: 33
Views: 4370

There is a major issue to know. Who is to implement such stuff? From your speach, it kind of looks like your proposing to implement it yourself and that makes all the diference in this discussion. I am suddenly very confused. Who will implement an idea, when it will be implemented, how many people ...
by Kelson
05 Feb 2006, 23:16
Forum: General Discussion
Topic: Yet another discussion about commanders
Replies: 33
Views: 4370

On a small map, try defending against... Windmill, Windmill, Mex, Factory (whatever kind), Comm Rush Since it is a small map, the commander will reach your base fairly quickly and since it is so early, will wipe it out (What're you going to use to stop a comm? You normally send your comm out after e...
by Kelson
31 Jan 2006, 22:27
Forum: Engine
Topic: Anti Cheat
Replies: 15
Views: 2824

As far as I know Spring won't send a checksum at the start of the game. Each game "tick" has a checksum based on unit positions, metal/energy los and some other stuff. I don't see how you could hack around it. Other then use a AI to help you manage your units. Sorry for not being clear - ...
by Kelson
31 Jan 2006, 20:52
Forum: Engine
Topic: Anti Cheat
Replies: 15
Views: 2824

Kelson, thats a loada b*llocks. GroupAI dll's can be written in C and therefore given you compile the thign with the right headers, have the ability todo whatever you code it todo wether ti be search for flat terrrain then plonk down the most likely building it would be by comapring its footprint a...
by Kelson
31 Jan 2006, 19:25
Forum: Engine
Topic: Anti Cheat
Replies: 15
Views: 2824

It's hard to cheat with Spring. Once you change a little thing checksums are different and you lose sync. Maelstrom already addressed this, but I feel I should really comment as well since many people have responded to me about checksums being the end all and be all of detecting and preventing chea...
by Kelson
31 Jan 2006, 12:29
Forum: Engine
Topic: Fix the flattened ground cheat thing
Replies: 24
Views: 3723

Re: Fix the flattened ground cheat thing

What the hell? Why did it post? I wanted to pm! These boards are going crazy on me lately...
by Kelson
31 Jan 2006, 12:08
Forum: Engine
Topic: Anti Cheat
Replies: 15
Views: 2824

As Tobi was saying above, it isn't really possible to stop or detect anyone cheating at TASpring. As long as the project is open source, that will always be the case (when closed source, it is just much harder - far from impossible). While we're all afraid of the big bad cheats, there isn't any way ...
by Kelson
31 Jan 2006, 11:47
Forum: Help & Bugs
Topic: Performance problem
Replies: 14
Views: 1652

I can't help you with your specific problem. To give you a reference though - I have no problems running spring and I do so with a 1.6 GHz Intel Pentium M on 512mb of ram. I'm also using a Mobility Radeon 9200 (on-board) for all the graphical stuff and I've never had a problem (short of trying to re...
by Kelson
30 Jan 2006, 23:22
Forum: Ingame Community
Topic: Where have all, shared com games gone? Long tim...
Replies: 22
Views: 5128

When I played shared comm with Peace it was awesome. Peace was around the same skill leven and we usually talked far more than anyone else in all our games, so good communication and similar mindsets. On the other hand, lots of times I played with people who were completely clueless and would want t...
by Kelson
30 Jan 2006, 11:36
Forum: AI
Topic: Group AI and Global AI
Replies: 104
Views: 14847

Same deal for a GroupAI that tries to modify the UnitInfo (the data from TDF/FBI/COB). He didn't mean for the GroupAIs to modify the UnitInfo. Rather, by controlling units via FPS mode, it is possible for GroupAIs to ignore the restrictions as assigned in the TDF/FBI/COB files, which is (mostly) tr...

Go to advanced search