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by Sean Mirrsen
22 Jun 2006, 18:42
Forum: Engine
Topic: New map format... again...
Replies: 21
Views: 2076

Well, with enough people working on it, it could be released anytime. The problem is, those people would need to be not random people, but programmers, and not even rookie ones like myself.
by Sean Mirrsen
22 Jun 2006, 17:03
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2989

You won't believe it, but I found the spot. Now I need a way to visually rotate the "ghost" "for-building" model in UnitDrawer. And the unit model itself, too.
by Sean Mirrsen
22 Jun 2006, 15:22
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2989

Ok, I've set up the generation of the four yardmaps, and the individual facing tag in the code, but I can't find the moment where the info from UnitDef is applied to the map (through CSolidObject or otherwise). Unless I can find that, I won't know where to go next.. help....
by Sean Mirrsen
22 Jun 2006, 15:11
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 156356

Ok, works now. Thanks. :)
by Sean Mirrsen
22 Jun 2006, 13:12
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 156356

Um.. ok, now the linker doesn't like it: rts error LNK2019: unresolved external symbol "public: __thiscall CArchiveDir::CArchiveDir(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (??0CArchiveDir@@QAE@ABV?$basic_string@DU?$char_traits@D...
by Sean Mirrsen
22 Jun 2006, 11:48
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 156356

I suppose this question should go here. In archivescanner.cpp there's a certain "S_ISDIR" that the compiler doesn't like. Any chance that could be replaced?
by Sean Mirrsen
22 Jun 2006, 10:29
Forum: General Discussion
Topic: Does movement interpolation (smoothanim) reduce performance?
Replies: 1
Views: 552

I would expect it to have a certain effect, since it makes Spring execute a few more commands, but I'd say that effect is negligible. On a side note, I'd like the system to be more flexible, allowing for slower snapshots to also be interpolated.
by Sean Mirrsen
21 Jun 2006, 08:35
Forum: Engine
Topic: Units do not turn to fire their Arc-ed weapons
Replies: 36
Views: 2296

Ideally, a unit set to "roam" should never stop when attacking, and a unit set to "manuever" should stop as soon as it is no longer being hit by enemy weapons. A unit set to "hold position" should stop once the target is in the range of at least half of its weapons, but...
by Sean Mirrsen
21 Jun 2006, 08:27
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 156356

Heh, found it by myself I have. Had to waddle through project settings. :)

One more question, I presume that "update repository from local copy" isn't the way to submit changes, I have to use "create patch" for that and upload it to berlios, right?
by Sean Mirrsen
20 Jun 2006, 22:32
Forum: Engine
Topic: Weapon minmum range tag
Replies: 20
Views: 2837

There's a minbarrelangle thing to disallow certain units from shooting below a certain angle - ergo, under a certain distance. But it would be easier to use if we could just specify the distance also.
by Sean Mirrsen
20 Jun 2006, 22:30
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 156356

Presuming I DO get VC8 (which is 2005), where do I get the prebuilt libs of boost for it?

edit: Ok, I've built the boost... Spring compiled, strangely enough, but the problem is I can't find the one thing it was supposed to produce - the EXE... Anything else I was supposed to do/know?
by Sean Mirrsen
20 Jun 2006, 20:33
Forum: Engine
Topic: Corpse Options
Replies: 2
Views: 477

"return" can be anything as long as the whatever called the script accepts it. Theoretically at least, I don't know if Scriptor was set to only return numerals. I'd be a lot happier if we could define a set of corpses for a unit, and have the Killed() script return the index of the needed ...
by Sean Mirrsen
20 Jun 2006, 08:28
Forum: Engine
Topic: Units do not turn to fire their Arc-ed weapons
Replies: 36
Views: 2296

What about units that have no clear "primary" weapon? Like some support ships in Homeworld, they have only point defences. I'd suggest something like an "attackDirection" tag, telling which way the unit should attempt to face when attacking. Defaults to "0 0 1", forward...
by Sean Mirrsen
19 Jun 2006, 23:05
Forum: General Discussion
Topic: I found the secret base!
Replies: 23
Views: 2995

Mine too. UVMappers and texturemakers are the most wanted people currently.
by Sean Mirrsen
19 Jun 2006, 23:04
Forum: Star Wars: Imperial Winter
Topic: The Star Wars: Imperial Winter Eyecandy Thread [56k warning]
Replies: 1114
Views: 238342

I can't help since I'm in exactly the same situation. I can only suggest to use Tattoo or Deep Paint 3D for some basic texturing.
by Sean Mirrsen
19 Jun 2006, 22:39
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2989

That sounds like a perfect junior job then, if it's that easy. I'm awaiting your patch. If I didn't have so much trouble reading your code, I may have attempted to do it. So far I understood that unit yardmap, if present, is loaded at the start of the game, and once the building is placed, it is co...
by Sean Mirrsen
19 Jun 2006, 20:02
Forum: General Discussion
Topic: First-person aiming suggestion
Replies: 13
Views: 2160

It doesn't make sense that the laser weapon carries to a certain, long range, but the machine won't fire there and then there have to be all kind of inconsistent workarounds. All would be fixed if the weapons range was physical, not targeting based. Automatic targeting would use every bit possible ...
by Sean Mirrsen
19 Jun 2006, 19:56
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2989

MTR is MTR, but why, by the gods of hell, is it so hard to implement? Just a button to rotate the yardmap and the model clockwise/counterclockwise 90 degrees.. haven't looked at that part of the code myself though, but shouldn't really be that hard..
by Sean Mirrsen
18 Jun 2006, 15:41
Forum: Help & Bugs
Topic: Game now quits randomly
Replies: 31
Views: 3418

Maybe the problem is in the mods? Could it be they have something that disturbs the new version? Have you tried the mods packaged with it?
by Sean Mirrsen
18 Jun 2006, 15:40
Forum: Engine
Topic: cruisealt and buildings
Replies: 10
Views: 1614

The only "complex" part of making a unit produce units like a factory would, is that any orders the factory takes are passed down to the units, it dosn't execute them itself. So it would be impossible to tell a mobile factory to move, or attack, or anything. As well, the TA-ish structure o...

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