Search found 173 matches
- 08 Sep 2015, 13:39
- Forum: Lua Scripts
- Topic: Mexes which claim a percentage of a polygon| cloud, not a radius.
- Replies: 1
- Views: 1146
Mexes which claim a percentage of a polygon| cloud, not a radius.
I have played a map, I think it was "Desert dunes" where you could place T1 mex about anywhere, but no T2 mex. ((Result was that upgrading reclaimed without building T2 and stopped the constructor from working)) In these cloud-metal maps, I waste so much time babysitting mex placement, tha...
- 18 Aug 2015, 16:11
- Forum: General Discussion
- Topic: Let's learn from Wesnoth and think about the future of spring
- Replies: 123
- Views: 21466
Re: Let's learn from Wesnoth and think about the future of spring
Ironically, the TA-isms in the engine cannot be used even if you are trying to go slightly beyond TA (mechanically at least). Zero-K effectively has lua implementations of: Resource generation. Proration (the incremental build system). Stockpile. Air repair pads. Target priorities. EMP and paralysi...
- 12 Aug 2015, 15:03
- Forum: General Discussion
- Topic: Let's learn from Wesnoth and think about the future of spring
- Replies: 123
- Views: 21466
Re: Let's learn from Wesnoth and think about the future of spring
Priorities as I see them: My mantra: Power. Flexibility. Ease-of-use. Aim #1: Make Spring more 'Game Developer Friendly' Recognise that potential game devs are Springs true end users. Goal 1.a - Ingame editor for mapping and modding (ScenEd) Goal 1.b. - Showcase existing content and how each game h...
- 12 Aug 2015, 12:46
- Forum: MechCommander: Legacy
- Topic: Quick & Dirty MOBA Game Mode
- Replies: 21
- Views: 19638
Re: Quick & Dirty MOBA Game Mode
Upgrade units with individual parts … sounds very interesting.
The same code could be re-used for modular units like in the Earth2150/60 games.
Or for morphing units to T1.5 (2x damage, 2x hp and ~1.2x range) like in TA.
The same code could be re-used for modular units like in the Earth2150/60 games.
Or for morphing units to T1.5 (2x damage, 2x hp and ~1.2x range) like in TA.
- 10 Aug 2015, 18:28
- Forum: Game Development
- Topic: [4 feedback] New game-type, widgets and controls
- Replies: 4
- Views: 3436
Re: [4 feedback] New game-type, widgets and controls
I feel like somebody should respond to this train of thoughts and since nobody has so far for 5 days I figure that I can. Thanks! First and foremost: are you seriously willing to work in order to make things happen by even coding the game itself. ? Then accordingly: I haven'T jet found a game which...
- 10 Aug 2015, 14:52
- Forum: Game Development
- Topic: [Question] Easier pathing (maybe faster too)
- Replies: 2
- Views: 1387
Re: [Question] Easier pathing (maybe faster too)
I know the basic A* algorithm and read a lot about node-pathing in spring forums. I don't know if the nav-mesh is something I don'T know or just something I know under a different name. https://en.wikipedia.org/wiki/Navigation_mesh says that it contains convex polygons only, different from my approa...
- 09 Aug 2015, 22:33
- Forum: Game Development
- Topic: [Question] Easier pathing (maybe faster too)
- Replies: 2
- Views: 1387
[Question] Easier pathing (maybe faster too)
pathfinder.png Ravaged_v2 map (edited preview) --- 1. Handle each path-able|obstructing area as polygon. Obstructing is everything where the height-difference is too extreme for a unit to walk across. Tree-structure: . Obstructing map . 1 Path-able area (the rectangle you play on) . 1.1 Obstacle 1 ...
- 09 Aug 2015, 10:24
- Forum: Lua Scripts
- Topic: Some ideas about better/easier queues.
- Replies: 0
- Views: 1462
Some ideas about better/easier queues.
I don't want these to get forgotten. Please tell me what you think about them :?: --- #1 - Way-point orders --- Idea: Instead of going into a factory to order units, you can create a Widget-Way-point or Widget-Patrol-route from which you can create orders depending on assigned-factories' capabilitie...
- 05 Aug 2015, 12:57
- Forum: Game Development
- Topic: Do Superweapons feel more super, when you have to work for them?
- Replies: 2
- Views: 1442
Re: Do Superweapons feel more super, when you have to work for them?
When I have a Bertha, it fires a lot of shells … … but I can NOT see the damage it causes (fog of war) … and when I build a second and third and forth it isn't super anymore A super-unit does not need to cost more than everything else, neither it needs to be more difficult to get. It just needs to b...
- 05 Aug 2015, 11:18
- Forum: Game Development
- Topic: [4 feedback] New game-type, widgets and controls
- Replies: 4
- Views: 3436
[4 feedback] New game-type, widgets and controls
––– Intro ––– Hi spring-players, bots and devs, ;) I haven'T jet found a game which is perfect. And because Spring is essentially dying (<20 players most times - without BA-DSD specs) there needs to be something new. Who knows Warhammer40k? I played "WH40k - Dark Crusade" and I don't want...
- 21 Jul 2015, 15:37
- Forum: Lua Scripts
- Topic: REQ: auto cancel producing unit
- Replies: 34
- Views: 7580
Re: REQ: auto cancel producing unit
hi, could somebody make a widget that cancels the building of an unit within a lab, when the lab has just (e.g.) 5% HP and the building-process of the unit is (e.g.) under 95%? that widget would be usefull if your lab is nearly destroy and you will get the metal back for the built unit (that isnt f...
- 09 Jan 2014, 18:07
- Forum: Off Topic Discussion
- Topic: Voxel sub-game and modeling tool
- Replies: 11
- Views: 5928
Re: Voxel sub-game and modeling tool
The problem with StarMade (for me) is, that there is no reason to build small ships - besides PvP duells. On most servers you can either build blueprints for credits and get 150% back if you sell it to a trader which actually has enough money for your things. Buying with blocks requests not the bloc...
- 30 Dec 2013, 13:29
- Forum: Off Topic Discussion
- Topic: Voxel sub-game and modeling tool
- Replies: 11
- Views: 5928
Re: Voxel sub-game and modeling tool
The only voxel-based games (unit creation) were Star Engineers at my brother's PC and ShellCore Command 1+2 But Shellcore is only flash, 2D and just a short story. I like space games more, because the distances relative to unit size are much greater. * No air resistance, no top/bottom (both means le...
- 28 Dec 2013, 20:36
- Forum: Off Topic Discussion
- Topic: Voxel sub-game and modeling tool
- Replies: 11
- Views: 5928
Voxel sub-game and modeling tool
This month, my brother downloaded a game called "Space Engineers". Many peoples spend a lot of time building big, complex ships for a pre-alpha game. It even makes fun * without most weapons working (only a machine gun to kill mines and small ships) * no multiplayer * not working economy C...
- 28 Dec 2013, 20:10
- Forum: XTA
- Topic: XTA unit restriction
- Replies: 15
- Views: 5605
Re: XTA unit restriction
A disabled nuke silo should also disable the anti - makes no sense to build it without nukes.
That makes it broken anyway
That makes it broken anyway
- 19 Dec 2013, 15:36
- Forum: Lua Scripts
- Topic: LUPS Distortionfbo.lua gpu ram leak on viewresize
- Replies: 4
- Views: 1153
Re: Distortionfbo.lua gpu ram leak on viewresize
How much/fast memory does it leak?
How much is it (or effects which are similar broken) responsible for Spring_95.0 major mem leaks?
How much is it (or effects which are similar broken) responsible for Spring_95.0 major mem leaks?
- 19 Dec 2013, 15:21
- Forum: Lua Scripts
- Topic: Lua Garbage collection info
- Replies: 17
- Views: 7699
Re: Lua Garbage collection info
Each time you add a value to some table, the table's memory size changes. Is it better to use linked lists and link emty (for re-use) together? That will be a lot of work... Or maybe we should create a free-to-use tables list, sort it by length and re-use them everywhere if it got about the size you...
- 19 Dec 2013, 14:56
- Forum: Feature Requests
- Topic: Remove FPS mode, open direct control interface to lua
- Replies: 11
- Views: 6263
Re: Remove FPS mode, open direct control interface to lua
Projectile range exploits are easy to stop. * max range by a projectile's time to life * by gravity and projectile speed * burnblow Micro exploits would be easy to stop too: * The better you micro 1 unit, the less time you have for your other units. But: How easy is it for newbes? Is it fun to play ...
- 19 Dec 2013, 14:42
- Forum: Game Development
- Topic: maxslope deprecated, but there is no replacement?
- Replies: 7
- Views: 2213
Re: maxslope deprecated, but there is no replacement?
the program to compare files is called diff, not dif everywhere it is written with 2 f I hope this will not change. For the sake of short variable names, consistency, backward compatibility and personal preference. BTW: With terraform (and weapon craters) it makes no sense that you can not build som...
- 08 Dec 2013, 00:33
- Forum: General Discussion
- Topic: Want a game without exponential growth?
- Replies: 41
- Views: 14534
Re: Want a game without exponential growth?
[quote=PicassonCT]A mechanism that rewards team-play would be interesting. Help a neighbour building, repairing, defending and get eco reward.[/quote] There are. Your los is your ally-team's los. I would like more coop on repair, but with repair it should not be too easy to win, if all coop on some ...