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by Forboding Angel
13 Nov 2018, 03:47
Forum: Map Creation
Topic: Working on a Tutorial Map
Replies: 7
Views: 449

Re: Working on a Tutorial Map

PicassoCT wrote:
12 Nov 2018, 23:03
Also Forb seems you did not use those dependencies in the likes of akilon
That's because Evo calls spring features as a dependency from the game itself.

If you look at the featuresets, it is all there.
by Forboding Angel
09 Nov 2018, 19:19
Forum: Map Creation
Topic: Working on a Tutorial Map
Replies: 7
Views: 449

Re: Working on a Tutorial Map

Call spring features as a dependency
by Forboding Angel
04 Nov 2018, 08:29
Forum: General Discussion
Topic: Port spring to ogl Vulcan..
Replies: 12
Views: 681

Re: Port spring to ogl Vulcan..

ivand wrote:
03 Nov 2018, 15:54
Kloot wrote:
03 Nov 2018, 11:28
All things considered though, I think I'd rather write a new engine from the ground up.
Not sure if it's irony or not. Anyway, if you start it, I'll try my very best to contribute to the graphical part.
Image
by Forboding Angel
30 Oct 2018, 08:23
Forum: Game Development
Topic: [Feature Request] Unsynced CEGs
Replies: 8
Views: 498

Re: [Feature Request] Unsynced CEGs

Doo, I don't think you are fully grasping what I mean. Let me try saying it a different way... In a lot of cases, there are instances where the engine CEG culling is absolutely fine. Conversely, there are other CEGs that are used to convey important information. An example of this would be Evo's res...
by Forboding Angel
28 Oct 2018, 13:20
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 839

Re: Instant turn rate?

https://github.com/Balanced-Annihilatio ... /tag/10.13

Just unzip the release to an .sdd folder and you're golden.
by Forboding Angel
28 Oct 2018, 01:29
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 839

Re: Instant turn rate?

Sc2 style movement was what I was going for in Evo as well, fwiw. My current solution was the "happy medium" that I found. It would be great to have this more fine tuned. It's looking REALLY good so far (thank you kloot :-))!
by Forboding Angel
28 Oct 2018, 01:25
Forum: Game Development
Topic: [Feature Request] Unsynced CEGs
Replies: 8
Views: 498

Re: [Feature Request] Unsynced CEGs

Evo also overrides default ceg settings. I think that my lowest preset sticks at 5k, default is 20k, and highest iirc is 100k. That said, evo is specifically designed with a LOT of particles that die out extremely quickly. The end result is really nice looking effects that don't particularly tax low...
by Forboding Angel
27 Oct 2018, 08:57
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 839

Re: Instant turn rate?

Ahh ok thanks for that! <3
by Forboding Angel
26 Oct 2018, 21:08
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 839

Re: Instant turn rate?

Thank you, the (quite fixable) problem here is that waypoint consumption does not keep pace at maxVelocity=10 with a turn-radius of effectively zero. Incidentally "startVelocity" is only used by certain weapon types, not units. Can you expoud upon this a bit? You said the issue is quite fixable, bu...
by Forboding Angel
26 Oct 2018, 04:41
Forum: Feature Requests
Topic: Cannot shoot icons for units
Replies: 5
Views: 568

Re: Cannot shoot icons for units

This is probably a "lua it" situation. However, I do not know of any calls that happen when a unit cannot fire due to lack of energy. Perhaps someone here knows.

A unit being underwater and therefore unable to fire is relatively easy.
by Forboding Angel
25 Oct 2018, 11:53
Forum: Engine
Topic: Allow reloading archives while developing
Replies: 9
Views: 521

Re: Allow reloading archives while developing

This comment should clue you in why using .sdd's as repository roots is a bad idea IDD, Unfortunately, it must be this way in order to utilize rapid, or so I was instructed back when I was setting up git for use with rapid. So, Unless I'm mistaken, anyone who wants to utilize rapid simply doesn't r...
by Forboding Angel
24 Oct 2018, 19:33
Forum: Engine
Topic: Allow reloading archives while developing
Replies: 9
Views: 521

Re: Allow reloading archives while developing

Well, spring already trips over large .git histories in .sdd. The idea of forcing a reload worries me a bit. However, it could be easily argued that reloading content would not be the same as spring doing it's cache thing when spring.exe is run. Honestly, I would much rather that the cache issue be ...
by Forboding Angel
24 Oct 2018, 19:25
Forum: General Discussion
Topic: What is the official name of this engine?
Replies: 16
Views: 1140

Re: What is the official name of this engine?

I153Chaika wrote:
23 Oct 2018, 19:14
olympic nitpicking (or, as we call it in French, "buggering the flies")
This is literally the greatest expression I have ever heard.
by Forboding Angel
20 Oct 2018, 05:45
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 839

Re: Instant turn rate?

You can observe how I have fixed this in EvoRTS. Long story short, a turnrate of 5000 will achieve what you want without the drunk driving after the turn. Edit: Assuming you have implemented the above suggestions. This gadget is one of my little hobby horses of where I put things that are fixes to v...
by Forboding Angel
13 Oct 2018, 11:29
Forum: General Discussion
Topic: Changelog?
Replies: 4
Views: 355

Re: Changelog?

just rename the changelog to md then use markdown for it? Assuming formatting actually matters.
by Forboding Angel
08 Oct 2018, 11:31
Forum: Game Development
Topic: myGravity
Replies: 3
Views: 298

myGravity

If a map has gravity set to 120 or 130, what is the equivalent in the mygravity tag?

myGravity = 1 and nothing will be able to shoot

So taking a guess at myGravity = 0.130 and it's less than map gravity 130. Can someone shed some light the correct translation from one to another?
by Forboding Angel
06 Oct 2018, 11:04
Forum: Game Development
Topic: Open request for acess to jk git stuff
Replies: 14
Views: 650

Re: Open request for acess to jk git stuff

Neither floris nor behe made commits to the original repo. Get off my dick.
by Forboding Angel
06 Oct 2018, 09:34
Forum: Game Development
Topic: Open request for acess to jk git stuff
Replies: 14
Views: 650

Re: Open request for acess to jk git stuff

They originated from a mixture of what was in Evo's repo and the fixes that had been integrated into BA. In which case, as you well know, GPL states that you should credit any relevant authors from these projects too. Afaict this is completely absent. https://github.com/Spring-Helper-Projects/Custo...

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