Search found 31 matches
- 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?
- 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...
- 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...
- 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.
- 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?
- 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...
- 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?
- 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)?
- 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?
- 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...
- 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.
- 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...
- 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 ...
- 23 Apr 2005, 05:22
- Forum: General Discussion
- Topic: Map Edging
- Replies: 32
- Views: 8319
I concur.
Indeed.
- 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.
- 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...
- 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...
- 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...
- 10 Mar 2005, 03:08
- Forum: General Discussion
- Topic: Reviving the request list
- Replies: 166
- Views: 34706
...
Uh...
<scratches head>
<scratches head>
- 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 ...