Search

Search found 49 matches

by pin_
13 Nov 2006, 22:57
Forum: Engine
Topic: dual mouse
Replies: 11
Views: 1554

neddiedrow wrote:Sad thing was, I almost never poke fun. I was being serious.
It wasn't you I was mostly referring to.
by pin_
13 Nov 2006, 19:47
Forum: Engine
Topic: dual mouse
Replies: 11
Views: 1554

that was at neuralize and aun


neddiedrow: there are other uses besides split screen.
by pin_
13 Nov 2006, 19:46
Forum: Engine
Topic: dual mouse
Replies: 11
Views: 1554

Oh yeah, that's uber-super funny.
You're just making fool of yourself, say thanks I stop at that.

[EDIT] In 20 years you'll be using including your legs to tell the computer what to do. Stop poking fun on thing you have little knowledge of.
by pin_
12 Nov 2006, 10:50
Forum: Engine
Topic: dual mouse
Replies: 11
Views: 1554

It's just a test.
by pin_
11 Nov 2006, 22:24
Forum: Engine
Topic: dual mouse
Replies: 11
Views: 1554

dual mouse

hi, I'm want to run a test for Dual Mouse in Spring. I plan to use ManyMouse library to capture mouse input. I will make the modified source available for everyone interested. Problem is I need a bit of help to understand how input works in Spring. I took a quick look at the source and noticed it us...
by pin_
26 Sep 2006, 09:32
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 173298

Remove the files from your project and add instead ExplosionGenerator.h and ExposionGenerator.cpp from rts/Sim/Projetiles
by pin_
23 Sep 2006, 19:28
Forum: Engine
Topic: [solved] Crash in Release but not while Debugging
Replies: 1
Views: 403

[solved] Crash in Release but not while Debugging

I added random damage infliction at the start of the DoDamage function in the Unit class. Now the game crashes when I destroy an enemy building. I run the game in Debug and the game doesn't crash. However I do get this message in Debug mode: "Delayed sync response..." My random damage code...
by pin_
23 Sep 2006, 16:45
Forum: Engine
Topic: Debuggin the source code.
Replies: 6
Views: 914

Updated by hand, thx.
by pin_
23 Sep 2006, 16:24
Forum: Engine
Topic: Debuggin the source code.
Replies: 6
Views: 914

Tobi wrote:fixed; update & try again
u mean download the source/springvs8libs again?
by pin_
23 Sep 2006, 15:31
Forum: Engine
Topic: Debuggin the source code.
Replies: 6
Views: 914

Call Stack: > msvcr80d.dll!_chvalidator(int c=274, int mask=263) Line 56 + 0x2a bytes C++ msvcr80d.dll!isalnum(int c=274) Line 237 + 0xe bytes C++ debug.exe!CglList::KeyPress(int k=274) Line 155 + 0xc bytes C++ debug.exe!CPreGame::KeyPressed(unsigned short k=274, bool isRepeat=false) Line 121 C++ de...
by pin_
23 Sep 2006, 15:20
Forum: Engine
Topic: Debuggin the source code.
Replies: 6
Views: 914

Debuggin the source code.

I'm trying to debug the code with VS 2005. Each time I start debugging the game breaks in the first menu. Her's the breaking place: file isctype.c [source] #if defined (_DEBUG) extern "C" int __cdecl _chvalidator( int c, int mask ) { _ASSERTE((unsigned)(c + 1) <= 256); // breaking point re...
by pin_
23 Sep 2006, 01:57
Forum: Engine
Topic: Instant projectiles
Replies: 18
Views: 1768

Thanks Argh!
by pin_
23 Sep 2006, 01:28
Forum: Engine
Topic: Instant projectiles
Replies: 18
Views: 1768

yeah, but I'd rather not do stuff by hand. It's >100 unit types after all.
by pin_
23 Sep 2006, 01:22
Forum: Engine
Topic: Instant projectiles
Replies: 18
Views: 1768

Snipawolf wrote:yeah, i guess.. Kinda irrelevent :P
=]

I knew that qustion will come eventually so I started to write my second post after I finished the first one
by pin_
23 Sep 2006, 01:15
Forum: Engine
Topic: Instant projectiles
Replies: 18
Views: 1768

Thanks, does that mean I have to make new units by myself or ther's some converter available?
by pin_
23 Sep 2006, 01:11
Forum: Engine
Topic: Instant projectiles
Replies: 18
Views: 1768

I tried to increase the projectile speed to the point where u can't see it anymore. The problem with that is the projectile becomes very inaccurate. It looks like the projectile has no colision detection, it goes right through the target without exploding. Is the projectile the only way a unit can ...
by pin_
23 Sep 2006, 01:09
Forum: Engine
Topic: Instant projectiles
Replies: 18
Views: 1768

I type fast huh?
by pin_
23 Sep 2006, 01:08
Forum: Engine
Topic: Instant projectiles
Replies: 18
Views: 1768

I tried to increase the projectile speed to the point where u can't see it anymore. The problem with that is the projectile becomes very inaccurate. It looks like the projectile has no colision detection, it goes right through the target without exploding. Is the projectile the only way a unit can i...
by pin_
23 Sep 2006, 01:02
Forum: Engine
Topic: Instant projectiles
Replies: 18
Views: 1768

Instant projectiles

I've started to play with Spring code yesterday. I have some changes I want to make. One of them is how projectiles work. I'd like get rid of projectiles for some type of weapons like for instance for infanty rifles. Im looking for instant impact. All I need is fire from the barrel and the explosion...
by pin_
21 Sep 2006, 17:45
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 173298

got it compiling =]

Go to advanced search