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by Sean Mirrsen
04 Nov 2008, 12:35
Forum: Off Topic Discussion
Topic: DealExtreme (Bad -> Decent shit for cheap)
Replies: 18
Views: 4955

Re: DealExtreme (Bad -> Decent shit for cheap)

200Mw lasers... Something tells me an array of 10 of these would need to be licensed as a weapon. Probably eats those batteries like popcorn though.
by Sean Mirrsen
11 Oct 2008, 21:34
Forum: General Discussion
Topic: Rotatable Buildings - yet again.
Replies: 25
Views: 6983

Re: Rotatable Buildings - yet again.

So, it was? Hmm, I must have missed one too many patch updates. A shame, really. I barely have the time to play long-session games nowadays.(Dwarf Fortress notwithstanding, it does not occupy either the screen or the system) I should probably check the latest version to see how it turned out... Edit...
by Sean Mirrsen
11 Oct 2008, 20:13
Forum: General Discussion
Topic: Rotatable Buildings - yet again.
Replies: 25
Views: 6983

Re: Rotatable Buildings - yet again.

Activating nanosprays... Initializing resurrection subroutines... done. Target acquisition: Locked, target of type "thread", over 100% structural damage. Commence target type "thread" resurrection. ... .... Target resurrection complete. Going into standby. On a more serious note,...
by Sean Mirrsen
31 Aug 2007, 13:11
Forum: Game Development
Topic: Nethack (Roguelike) mod?
Replies: 23
Views: 6644

Why not make an "unroguelike" game? I mean, like Diablo (the first) was, with random dungeons and stuff.

The Spring engine is as good for this as any other, not less because it is opensource.
by Sean Mirrsen
23 Aug 2006, 21:22
Forum: Game Development
Topic: Anyone working on a TA: Independence war port?
Replies: 7
Views: 2532

Edge of Chaos has the most technologically impressive (gameplay, not graphics-wise) engine I've ever encountered since Frontier First Encounters. In my opinion, with some effort put into background scripting, and some hackarounds to remove the "5 player ships" limit (the most stupid and id...
by Sean Mirrsen
03 Aug 2006, 21:23
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17274

Guys, with the current building possibilities, the hotkeys are the only acceptable way. How are you planning to rotate buildings as you place down rows of them? Or squares, or anything else? Btw, I think we need to add this functionality to the "surround building" key combo, so that the bu...
by Sean Mirrsen
01 Aug 2006, 21:52
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17274

And for your convenience, the mappings for building rotation are < and >. It may make you press shift to rotate a single building, but it makes queueing up several rotated ones a lot easier.
by Sean Mirrsen
01 Aug 2006, 14:47
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17274

Hacking xsize and ysize wasn't strictly necessary, but having 5 yardmaps was - it's a lot better to set the primary one to one of the secondaries at unit's creation than having to check for the direction every time a yardmap is needed. A (somewhat) better way would be to have xsize, ysize, and yardm...
by Sean Mirrsen
31 Jul 2006, 15:15
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17274

I wasn't able to figure out how to properly rotate the grounddecals yet. As well, I'm having odd problems updating my code, so I'm waiting for JC to put the existing 'somewhat working' code into the SVN so I can re-checkout without losing it.
by Sean Mirrsen
27 Jul 2006, 21:44
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 140250

Well, I told JC to commit whatever I had uploaded so I could painlessly nuke my working copy and re-checkout, it looks like it got fudged up somehow. Then again, it might be just my PC, and/or the SmartSVN thingy, but I'll reinstall the OS as soon as it crashes again, so I hope to solve those proble...
by Sean Mirrsen
24 Jul 2006, 18:35
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 140250

What could be the reason for me getting an "error 400:bad request" when trying to update from repository?
by Sean Mirrsen
16 Jul 2006, 20:30
Forum: Feature Requests
Topic: Destroyable Missles
Replies: 21
Views: 8269

Actually, while I'm all for weapons being able to spawn units, I'd rather just have versatile weapons for normal missiles. Nukes can, and in fact should be aircraft - the russian Topol-M missiles not only can deliver six separate nuclear charges (think of it as a plane shooting a sixpack nuclear bur...
by Sean Mirrsen
14 Jul 2006, 08:15
Forum: Feature Requests
Topic: Destroyable Missles
Replies: 21
Views: 8269

Presuming the unit would be created as belonging to a global neutral AI, so that it is able to attack anything including your own units, the problem of making it nonselectable kinda perishes.
by Sean Mirrsen
13 Jul 2006, 22:07
Forum: Feature Requests
Topic: 3rd resource...
Replies: 28
Views: 11403

Currently the resources are VERY harcoded, with specific unit-related functions like AddMetal and such, so it will be very difficult to implement custom resources. Just changing the resource name and stuff probably wouldn't be THAT hard, but changing the number of resources... no can do.
by Sean Mirrsen
13 Jul 2006, 18:51
Forum: Feature Requests
Topic: Destroyable Missles
Replies: 21
Views: 8269

Hm.. now this is one problem I see with a kamikaze-type unit. It wouldn't explode if it hit something other than its target, unless collision damage is reintroduced in full.
by Sean Mirrsen
13 Jul 2006, 11:51
Forum: Feature Requests
Topic: Destroyable Missles
Replies: 21
Views: 8269

As in, make weapons shoot aircraft units with kamikaze and attack order on target?
by Sean Mirrsen
08 Jul 2006, 17:22
Forum: Engine
Topic: Ok, this may seem like a lame request, but...
Replies: 14
Views: 3785

Lasers were done with models in SWTA for OTA. The reason we have a separate definition of a laser is because of its rendering that consists of several triangles stretched between the laser's startpoint and endpoint. I don't think there is any better way of doing it, but the laser could use some spic...
by Sean Mirrsen
08 Jul 2006, 12:58
Forum: Engine
Topic: Ok, this may seem like a lame request, but...
Replies: 14
Views: 3785

There's no difference between a laser and a lineofsight projectile, game mechanics-wise. The difference is in the rendering. A beamlaser is a different matter. Btw, I thought "duration" was affecting beam length? Also, as we're on the subject of improving lasers, maybe add a function so th...
by Sean Mirrsen
04 Jul 2006, 12:42
Forum: Engine
Topic: Please...
Replies: 12
Views: 3557

Even if it's true, it's easily fixable since the UnitLoader passes many relevant parameters to the individual units, you just have to set up the needed variables and add some lines into UnitLoader to account for them. The actual changing of the variables and making them affect unit behavior (I learn...
by Sean Mirrsen
04 Jul 2006, 00:08
Forum: Off Topic Discussion
Topic: How well known is the person above you?
Replies: 320
Views: 27045

Creator of Artificial Intelligence, and a master of cookies. :) Also should be working to allow his said Intelligence to use the abilities my latest work provides. ;)

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