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by Arco
13 Jan 2008, 08:12
Forum: Argh's Projects
Topic: P.U.R.E. 0.55
Replies: 1273
Views: 208609

Re: P.U.R.E. 0.55

Not necessarily. If you're looking for a design which couples functionality with extreme simplicity then the helicopter is the way to go. Afterall, 100 years after the invention of the aeroplane, despite the fact that the technology has increased exponentially beyond what anybody could even begin t...
by Arco
13 Jan 2008, 07:14
Forum: Help & Bugs
Topic: Lua-induced texture garbling?
Replies: 0
Views: 5131

Lua-induced texture garbling?

If I run any heavy Lua interface stuff (like the CA interface or IceUI), it seems various textures get replaced/swapped or something. A texture that looks like a simple bitmap font table will often wind up on some part of the map surface (or in my example shot, covering the ENTIRE map), or very ofte...
by Arco
04 Jan 2007, 05:22
Forum: Game Development
Topic: TA:X mod in progress (slow progress)
Replies: 61
Views: 12386

Will the unit names and descriptions have as many spelling mistakes as your posts? Even if the mod isn't as terrible as I think we all fear it will be if you ever finish it, I don't think I could bear to play it if the info text is full of things like "teir", "balence", and "...
by Arco
13 Nov 2006, 21:27
Forum: Game Development
Topic: What MOD would you want but never make yourself?
Replies: 36
Views: 4118

A remake of Outpost 2. Of course, this can't be done "properly" at the moment since Spring lacks researching, resource convoy, and most of all Outpost's unique method for manufacturing buildings. (A Structure Factory unit would build structure kits internally, a construction vehicle on the...
by Arco
10 Nov 2006, 18:24
Forum: Map Creation
Topic: Solar energy
Replies: 56
Views: 7830

Not to mention the extra modding time spend circumventing new said technique. I don't get it, should I use a bigger font so you read all my words? There would be absolutely no need to "circumvent" this whatsoever. All units, as they function now, would function precisely the same way afte...
by Arco
10 Nov 2006, 03:37
Forum: Map Creation
Topic: Solar energy
Replies: 56
Views: 7830

But most if not all mods won't use it, meaning a lot of dev time spent basically doing nothing, and that my friends, is never a good thing. I support the tag on the basis that it seems like a very easy thing to implement. Am I wrong about this? It seems vastly easier than implementing the explosion...
by Arco
10 Nov 2006, 03:33
Forum: AI
Topic: taunting.
Replies: 11
Views: 1829

Does sound easy. Perhaps paste the taunts in a config-file compatible format below, and we can paste them into our AIs. This is a good idea, but I think you're putting it in the wrong place. If it's in the AI, it will act inappropriately if the mod being played is of a considerably different charac...
by Arco
10 Nov 2006, 01:09
Forum: Map Creation
Topic: Solar energy
Replies: 56
Views: 7830

We could have Units with Lights, and when they look (or even Fire Lasers at the Pannels) you get Energy - and if you would have a gun, that uses all Energy available for shooting one big energyburst out on the pannel - and so on and so on.. we could save all our energy Problems. :wink: I'll assume ...
by Arco
10 Nov 2006, 00:42
Forum: Map Creation
Topic: Solar energy
Replies: 56
Views: 7830

What's the big deal? Let's just say all current maps have a solarvalue of "1", and the TA-derived solars don't make 20 energy, but 20*solarvalue. That is not a tremendous change in how maps and units are made. It's one small thing, which many people see plenty of promise for. For that matt...
by Arco
08 Nov 2006, 20:31
Forum: Map Creation
Topic: Solar energy
Replies: 56
Views: 7830

http://news.softpedia.com/news/A-Solar-Panel-that-Works-at-Night-25159.shtml Here an article that backs AF up somewhat, though this cell would produce more energy during the day. It's just an increase in efficiency over current methods. The fact remains that production is entirely dependent on the ...
by Arco
08 Nov 2006, 19:45
Forum: Map Creation
Topic: Solar energy
Replies: 56
Views: 7830

There are solar panels currently that can operate in total darkness. For example, there're solar panels that run off of infrared background radiation that generate more energy than conventional solar cells and run at night time too. So I think the arm and core can develop night time solar panels in...
by Arco
08 Nov 2006, 18:10
Forum: AI
Topic: auto-destruct/surrender/quit
Replies: 16
Views: 3150

your algorithm seems fine save for 1 big flaw: if ( hittable (detectedEnemyUnits )) The AI interface doesnt provide such a high level function so you need to do more pseudocode to figure out how this function will be implemented. Like I said, I don't know what can be done or how difficult it is. Ch...
by Arco
08 Nov 2006, 18:01
Forum: Game Releases
Topic: Absolute Annihilation 2.23
Replies: 1326
Views: 185557

i would rather micro more to space them out Wasn't TA, and by extension Spring, designed for the sake of "huge battles without micromanagement"? Why does everyone want to have to micro more all the time? In an ideal system, the units would be able to handle all their own microing, freeing...
by Arco
08 Nov 2006, 02:29
Forum: AI
Topic: auto-destruct/surrender/quit
Replies: 16
Views: 3150

Arco could you restructure that from prose into pseudocode? I find it much easier to visualize an algorithm in pseudocode than a large block of prose... You asked for it. This presents the algorithm as a boolean function returning true if the AI should self-D and returning false otherwise. It shoul...
by Arco
07 Nov 2006, 16:58
Forum: AI
Topic: auto-destruct/surrender/quit
Replies: 16
Views: 3150

As always write out the algorithm in pseudocode so we can all ellaborate on it untill it's sufficiently detailed to transfer into code. I'm not sure how the whole AI loop works, so it's more like a list of checks than pseudocode. 1. First off, see if there is at least one builder (unit or factory)....
by Arco
07 Nov 2006, 16:16
Forum: Game Development
Topic: Builders helping error
Replies: 5
Views: 1004

Re: Builders helping error

When i have a builder guarding another builder, whenever the guarded starts a new building, the guarders start building, stop building right after, and start building once again, this final time permanently... I wonder, i don't remember this in older versions. Is this a new bug? Or is it just buged...
by Arco
07 Nov 2006, 01:32
Forum: AI
Topic: auto-destruct/surrender/quit
Replies: 16
Views: 3150

That wouldnt be fun for the player though I disagree. First off, this would of course be optional, so anyone that did think it ruined their fun could turn it off. However, I enjoy playing against the AI, I love blowing stuff up all over the place, and ensuring my complete victory. What I don't like...
by Arco
03 Nov 2006, 15:39
Forum: AI
Topic: Using dialog boxes in an AI???
Replies: 19
Views: 2606

It also removes the ambiguity of the selectAI button. Why not just rename it from SelectAI to "Advanced Function" or something? (That's a bit too long a name though.) Maybe a "Do" button? If the groupAIs had better names, this would work a bit better; why have something called &...
by Arco
02 Nov 2006, 05:43
Forum: Art & Modelling
Topic: High-Poly Model Competition (Anything)
Replies: 109
Views: 19999

TBH, I didn't care for his 30k limit, or the fact that it was for vehicles only. Limit: None Then set a limit! I think the implication is that if you are modelling something very complex , use a lot of polys. If you are modelling something that isn't very complex, don't simply up the "polycoun...
by Arco
31 Oct 2006, 17:08
Forum: Feature Requests
Topic: Missile Behavior (general rant... er, request)
Replies: 13
Views: 2019

I think both the "become dumbfire after missing target" and "search for new possibly-hittable target" methods should be implemented, since I can easily imagine wanting both properties in a single mod. It's not even that hard to determine whether a missile "missed" or no...

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