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by Syffer Bidan
12 Sep 2005, 16:36
Forum: Help & Bugs
Topic: JCAI
Replies: 8
Views: 1165

JCAI

When using the JCAI, for whatever reason, the enemy Commander tends to sit and do nothing as he normally does without the JCAI unzipped into my AI directory. Is the AI faulty, or is it just my version?
by Syffer Bidan
04 Sep 2005, 05:46
Forum: Help & Bugs
Topic: An error message I recieve in the latest Spring Version:
Replies: 8
Views: 1353

I have a similar problem in that I cannot access shadows and reflections in the water. When I put these settings on, my game will run; however, when in game, it tells me that I do not have a suitable fragment program and I am missing the OpenGL necessary to display shadowmaps. Does anyone have a sol...
by Syffer Bidan
30 Apr 2005, 23:33
Forum: Help & Bugs
Topic: Compiled List of Current TA Spring bugs
Replies: 128
Views: 24294

Re: Jesus!

My game always crashes after the loading screen once I downloaded the server patch. This is disappointing. Maybe you should be a bit more constructive and tell your configuration and how you installed the game. This would be more interesting. Before the update, I ran it with everything checked (tho...
by Syffer Bidan
30 Apr 2005, 04:56
Forum: Help & Bugs
Topic: Compiled List of Current TA Spring bugs
Replies: 128
Views: 24294

Jesus!

My game always crashes after the loading screen once I downloaded the server patch. This is disappointing.
by Syffer Bidan
28 Apr 2005, 04:54
Forum: General Discussion
Topic: "Fun with Ground Deformation"
Replies: 17
Views: 4014

Pretty

May I ask what graphics cards you guys are using to get the reflections to work?
by Syffer Bidan
28 Apr 2005, 00:43
Forum: General Discussion
Topic: Spring 0.4b evaluation...
Replies: 67
Views: 13391

Graphics...

So far, only one person has a decent enough graphics card to run the shadows, reflections, and smoke trails that graced the videos with such great beauty. Without these features, the game looks rather bland, and, quite frankly, a bit ugly--if I might say. Something should be done to implement low-le...
by Syffer Bidan
25 Apr 2005, 20:45
Forum: General Discussion
Topic: Map Edging
Replies: 32
Views: 8319

What?

In all honesty, do people not read my posts?
by Syffer Bidan
25 Apr 2005, 20:44
Forum: General Discussion
Topic: Spring beta-test version 0.1 - impressions
Replies: 79
Views: 13165

AI?

So, there is an enemy AI function (a la BOTs)?
by Syffer Bidan
25 Apr 2005, 05:59
Forum: General Discussion
Topic: Spring beta-test version 0.1 - impressions
Replies: 79
Views: 13165

Who are you playing against?

Sean, who exactly have you been playing against?
by Syffer Bidan
25 Apr 2005, 05:52
Forum: General Discussion
Topic: Reviving the request list
Replies: 166
Views: 34706

More to add.

Also add these: Posted previously in response to Video 15 and 16: Syffer Bidan wrote: The neatest part of Video 15 was the flying Stumpy. I did not expect Spring's physics system would advance to this degree. My only complaints with the engine now are the smoke-shadows. When smoke or dust follows an...
by Syffer Bidan
25 Apr 2005, 05:48
Forum: General Discussion
Topic: Map Edging
Replies: 32
Views: 8319

...

This concept is very similar to the one I have been preaching.
by Syffer Bidan
23 Apr 2005, 17:45
Forum: General Discussion
Topic: Map Edging
Replies: 32
Views: 8319

Again, I repeat:

Taken from two previous topics: Syffer Bidan wrote: Extend the map far beyond the boundaries, until it fades into the fog or dust. As for the boundaries themselves, make them invisible lines, and code them to appear when a unit approaches the line. Since units have a circular line of sight, when th...
by Syffer Bidan
23 Apr 2005, 05:37
Forum: General Discussion
Topic: 1 more question PLZ answer
Replies: 33
Views: 5649

The solution.

Here is the solution: Total Annihilation , like all RTS games, is a death match. The goal is to defeat the opponent and his units. There are no other objectives, so, essentially, all RTS games utilize death matches for their multiplayer component. Why not throw the fans a curve ball and introduce a ...
by Syffer Bidan
23 Apr 2005, 05:22
Forum: General Discussion
Topic: Map Edging
Replies: 32
Views: 8319

I concur.

Indeed.
by Syffer Bidan
23 Apr 2005, 05:12
Forum: General Discussion
Topic: Reviving the request list
Replies: 166
Views: 34706

Wow

My, my, this topic is still around (including all of the posts and ideas I suggested earlier this year)? I wonder if the SY team reads this topic. I have been skimming through it, and many of these suggestions are really good.
by Syffer Bidan
23 Apr 2005, 05:08
Forum: General Discussion
Topic: Map edges
Replies: 20
Views: 3910

Well...

Well, I suppose it is all about preference. As far as aesthetics go, I think fading off into fog or dust would be more "pretty"--so to say. With all of the colors and lighting effects that the Spring engine allows, it would seem awkward to have a vibrantly colorful map fade into black. The...
by Syffer Bidan
23 Apr 2005, 04:53
Forum: General Discussion
Topic: Map edges
Replies: 20
Views: 3910

My proposal...

I have proposed this once, and I will again: Extend the map far beyond the boundaries, until it fades into the fog or dust. As for the boundaries themselves, make them invisible lines, and code them to appear when a unit approaches the line. Since units have a circular line of sight, when they appro...
by Syffer Bidan
16 Apr 2005, 23:55
Forum: News
Topic: Some brighter news
Replies: 54
Views: 19508

Amazing.

The neatest part of Video 15 was the flying Stumpy. I did not expect Spring's physics system would advance to this degree. My only complaints with the engine now are the smoke-shadows. When smoke or dust follows an object, the object itself should yield a dark shadow, but the dust or smoke should yi...
by Syffer Bidan
10 Mar 2005, 03:08
Forum: General Discussion
Topic: Reviving the request list
Replies: 166
Views: 34706

...

Uh...
<scratches head>
by Syffer Bidan
09 Mar 2005, 19:14
Forum: General Discussion
Topic: Reviving the request list
Replies: 166
Views: 34706

Request List, Redeux

Radar Blips: It appears as if the subject has been settled. Units that shift elevation will display a line between them and the surface--be it water or land. Dust: I agree whole-heartedly with Warlord Zsinj: when units move, dust should stir. On moon-based maps, the dust should stay in the air for ...

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