Search found 39 matches
- 07 Jul 2006, 05:18
- Forum: Off Topic Discussion
- Topic: cheating on in spring games - i think it's occurring
- Replies: 33
- Views: 4008
- 07 Jul 2006, 04:33
- Forum: Game Development
- Topic: How many people actually play the AA variants?
- Replies: 45
- Views: 6784
Why is everyone so dependant on someone else hosting? If there were no games at all hosted, would you just sit in the lobby and not play? Maybe theyre behind a NAT (typically broadband router) or has something else blocking incoming connections so they cant host. i mean most people are on broadband...
- 07 Jul 2006, 04:29
- Forum: Game Development
- Topic: How many people actually play the AA variants?
- Replies: 45
- Views: 6784
The (B) variant seems to get occaisional play. I'm surprised how many players don't play the (F) variant, given how many people would like vehicles to be easier to get to. Overall, though, I see maybe 1 game in 20. [..] I havent played (F) because i didnt know what it was until now :P Occasionally ...
- 07 Jul 2006, 04:26
- Forum: Game Development
- Topic: PorcBusters MOD
- Replies: 14
- Views: 2173
- 07 Jul 2006, 04:24
- Forum: Game Development
- Topic: Unit Request For Dev
- Replies: 44
- Views: 6140
- 07 Jul 2006, 04:21
- Forum: Game Development
- Topic: Unit Request For Dev
- Replies: 44
- Views: 6140
its impossible to create a non hacked moving factory which doesnt do silly things with waypoints that was my thought too, since factories actually are ->canmove but with speed 0 (the waypoint out is when you command it to move) maybe base it on the principle in the combat con vehicles/kbots in xta/...
- 07 Jul 2006, 00:03
- Forum: Game Releases
- Topic: CvC mod 0.4
- Replies: 75
- Views: 21012
- 06 Jul 2006, 23:56
- Forum: Game Releases
- Topic: CvC mod 0.4
- Replies: 75
- Views: 21012
- 06 Jul 2006, 23:52
- Forum: Game Releases
- Topic: CvC mod 0.4
- Replies: 75
- Views: 21012
also just wanted to mention, kai stalls when trying to build something at closest build site of the Titan, because (im guessing) the unit script doesnt move it far enough to get it out of the area the building will be in (which is on top of the commander, since that was the closest spot). or maybe i...
- 06 Jul 2006, 17:31
- Forum: Engine
- Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
- Replies: 18
- Views: 2099
Apperantly tournesol sent this tvo before going on vacationFirenu wrote:Tournesol wrote how he thinks it would work if added to GetValue:Code: Select all
*snip*
- 06 Jul 2006, 17:15
- Forum: Engine
- Topic: comments in TDF files, but HTTP contains // - howzit work?
- Replies: 12
- Views: 1911
- 06 Jul 2006, 17:04
- Forum: Engine
- Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
- Replies: 18
- Views: 2099
thanks, AF =) atm generally i cache a unit list as a member variable, like in the header make int unitArray[MAXUNITS]; so memory usage and cpu time isnt wasted each time a version of getenemies or getfriendlyunits is called, just for allocating the array at least in classes that do these things a lo...
- 06 Jul 2006, 14:28
- Forum: Engine
- Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
- Replies: 18
- Views: 2099
- 06 Jul 2006, 14:20
- Forum: Engine
- Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
- Replies: 18
- Views: 2099
Tournesol wrote how he thinks it would work if added to GetValue: The new GetValue function. Its in AICallback.cpp: bool CAICallback::GetValue(int id, void *data) { verify(); switch (id) { case AIVAL_NUMDAMAGETYPES: *((int*)data) = DamageArray::numTypes; return true; case AI_EXCEPTION_HANDLING:{ *(b...
- 04 Jul 2006, 18:20
- Forum: Engine
- Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
- Replies: 18
- Views: 2099
- 04 Jul 2006, 17:56
- Forum: Engine
- Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
- Replies: 18
- Views: 2099
- 04 Jul 2006, 17:45
- Forum: Engine
- Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
- Replies: 18
- Views: 2099
NTai has a slope calculation method that uses a similar if not the same method as spring to calculate slopes. So does kai, but every little difference between between our slopemap and the spring slopemap results in less than optimal performance. Theres also some issues about matching resolution (or...
- 04 Jul 2006, 16:30
- Forum: Engine
- Topic: Slopemap: Request for spring AI callback feature GetSlopeMap
- Replies: 18
- Views: 2099
Slopemap: Request for spring AI callback feature GetSlopeMap
Slopemap: Request for spring AI callback feature GetSlopeMap() During some of the work relating to the pathfinder we are using in KAI, we found ourselves trying to estimate the slopemap being used internally in spring. So instead of trying to emulate the calculation in an already existing spring fea...
- 30 Jun 2006, 20:26
- Forum: Help & Bugs
- Topic: New scrollwheel zoom-in
- Replies: 8
- Views: 1753
also, the behaviour is different depending on whether youre zooming in and out. zooming out then in should leave you focused on the same position when you havent moved the cursor. but it doesnt unless youre pointing at the exact middle of the screen. (the point on the map under the cursor should sti...
- 30 Jun 2006, 20:14
- Forum: AI
- Topic: AAI: Inactivity, what's wrong?
- Replies: 26
- Views: 3917
does anybody know if it is possible to get that information using the ai interface? It certainly isnt in IAICallback* callback; It is however in the script.txt file that is generated before spring starts. [GAME] { Mapname=TEHPINK_hard.smf; StartMetal=1000; StartEnergy=1000; MaxUnits=4212; StartPosT...