Please reduce red to at least dark red because it hits the eye
Look "Post Reply" button below for reference, or darker
Search found 20 matches
- 03 Feb 2021, 17:19
- Forum: General Discussion
- Topic: Wiki Update
- Replies: 42
- Views: 47553
- 28 Jul 2020, 20:55
- Forum: Map Releases
- Topic: Scorched Crossing
- Replies: 6
- Views: 4269
Re: Scorched Crossing
Good job, raaar. You are making well-proportioned maps with interesting layout, that's most important quality.
- 02 Dec 2019, 19:35
- Forum: Game Development
- Topic: Units descend TOO fast
- Replies: 11
- Views: 8594
Re: Units descend TOO fast
nop, just tested it. same in ZK.
- 01 Dec 2019, 20:05
- Forum: Lua Scripts
- Topic: Improved field of fire display
- Replies: 3
- Views: 5833
Re: Improved field of fire display
You can span circles from afar to up close and apply GetUnitWeaponHaveFreeLineOfFire to the points, finding those which are not obstructed. This will give u a mesh to draw.
And it will be moderately expensive.
And it will be moderately expensive.
- 21 Nov 2019, 22:53
- Forum: General Discussion
- Topic: FOSDEM 2020 - Game Dev Room
- Replies: 25
- Views: 24187
Re: FOSDEM 2020 - Game Dev Room
Hello Forboding Angel, Thanks for replying. The answer is both according to this log : [09:09:00] <Akien> [...] sure, insights from the development of Evolution RTS would be awesome. As mentioned in the announce, we are interested both in talks about engines/tools and about games. I highly suggest ...
- 20 Nov 2019, 21:26
- Forum: Game Development
- Topic: Units descend TOO fast
- Replies: 11
- Views: 8594
Re: Units descend TOO fast
It's intended behaviour, isn't it?
https://github.com/spring/spring/blob/2 ... th.cpp#L46
Would probably best to incorporate some formula. Hard to say which w/o testing though.
So it's time for Mantis I think.
https://github.com/spring/spring/blob/2 ... th.cpp#L46
Would probably best to incorporate some formula. Hard to say which w/o testing though.
So it's time for Mantis I think.
- 17 Nov 2019, 19:06
- Forum: Game Development
- Topic: Units descend TOO fast
- Replies: 11
- Views: 8594
Re: Units descend TOO fast
Like this: { name = "smallbot", crushstrength = 5, footprintx = 2, footprintz = 2, maxslope = 38, slopemod = 8, maxwaterdepth = 22, depthModParams = { minHeight = 4, linearCoeff = 0.03, maxValue = 0.7, }, }, ... for i = 1,#MoveDefs do local moveDef = MoveDefs[i]; moveDef.allowRawMovement =...
- 15 Nov 2019, 03:17
- Forum: Game Development
- Topic: Units descend TOO fast
- Replies: 11
- Views: 8594
Re: Units descend TOO fast
Confirm,
there is allowDirectionalPathing modrule, not mentioned on wiki. Setting =false make it descend w/ same speed as ascend.
This is not what I need though S:
More realistic is when starting from certain slope it work for descending but slow only, let's say, 50% of it would if ascend.
there is allowDirectionalPathing modrule, not mentioned on wiki. Setting =false make it descend w/ same speed as ascend.
This is not what I need though S:
More realistic is when starting from certain slope it work for descending but slow only, let's say, 50% of it would if ascend.
- 13 Nov 2019, 22:29
- Forum: Game Development
- Topic: Units descend TOO fast
- Replies: 11
- Views: 8594
Re: Units descend TOO fast
unitgravity is disabled
afaik Slopemod only works on Ascending, not vice versa
afaik Slopemod only works on Ascending, not vice versa
- 13 Nov 2019, 19:11
- Forum: Game Development
- Topic: Units descend TOO fast
- Replies: 11
- Views: 8594
Units descend TOO fast
Here, take a look:
--YouTube--
Units move like they drop from the hill. Instead, I need them to move carefully, almost with the same speed as they climb, a bit faster though.
Should be something done on engine side or is it somehow controllable?
--YouTube--
Units move like they drop from the hill. Instead, I need them to move carefully, almost with the same speed as they climb, a bit faster though.
Should be something done on engine side or is it somehow controllable?
- 11 Nov 2019, 21:20
- Forum: General Discussion
- Topic: Total Continuity
- Replies: 21
- Views: 24429
Re: Total Continuity
Another one: --YouTube-- Lightning Bot here. Most of the work was on effect. Will be better, it's just simple blending here.. (Must make a better shader to look it less flashy, Especially on Snow maps) Model was more-or-less fit in theory but I don't think it actully works xd (Nvm the bugs, fix soon...
- 01 Nov 2019, 10:58
- Forum: General Discussion
- Topic: Total Continuity
- Replies: 21
- Views: 24429
- 29 Oct 2019, 21:32
- Forum: Lua Scripts
- Topic: help about a gate
- Replies: 12
- Views: 10061
Re: help about a gate
How do u call Open/CloseYard? Should be from Activate/Deactivate callin.
- 26 Oct 2019, 10:31
- Forum: Lua Scripts
- Topic: help about a gate
- Replies: 12
- Views: 10061
Re: help about a gate
What's the size of a unit? If the yard is "oo oo cc cc cc cc cc cc oo oo", it's either 1x20 or, most likely: oooo cccc cccc cccc oooo Which orientation doesn't make much sense. If it's a North gate, it should open/close to north, correct? Use [[ ]] for things like yard instead of "&qu...
- 29 Jul 2019, 08:36
- Forum: General Discussion
- Topic: Total Continuity
- Replies: 21
- Views: 24429
Re: Total Continuity
I agree, difference might be not big, cob or lua. I shall run tests on it. In follow up to that; Where did you receive the implication that it was? Presumably, because it is compiled and designed to work on much slower PCs. And there is statement on Wiki, Unless you already have lots of complex unit...
- 23 Jul 2019, 09:52
- Forum: General Discussion
- Topic: Total Continuity
- Replies: 21
- Views: 24429
Re: Total Continuity
Models being used are about 1500-1700 faces. They are made by Mr Bob, Beherith, FireStorm, Cremuss and Kaiser, all included in BA:R distribution. I will make new models when I finish basic stuff, at least some of them myself to establish style (there shall be 2 playable races), polycount will be abo...
- 22 Jul 2019, 09:10
- Forum: General Discussion
- Topic: Total Continuity
- Replies: 21
- Views: 24429
Re: Total Continuity
Thanks! Yea, should be different sound, however the mismatch is amplified by the fact that vfx and sfx are not synchronized :mrgreen: (Needs tweak to make nano instant) Biggest part of sound environment shall be ambient sounds. Continuing nano spray will have sound, same are robot movement and truck...
- 22 Jul 2019, 00:22
- Forum: General Discussion
- Topic: Total Continuity
- Replies: 21
- Views: 24429
Re: Total Continuity
thought it was ok, op
fixed
fixed
- 20 Jul 2019, 07:12
- Forum: General Discussion
- Topic: Total Continuity
- Replies: 21
- Views: 24429
Re: Total Continuity
Thanks!
- 19 Jul 2019, 18:11
- Forum: General Discussion
- Topic: Total Continuity
- Replies: 21
- Views: 24429
Total Continuity
Hello everyone!
I am making a game, the project is currently called Total Continuity.
We can discuss it here if you are interested : )
Progress video:
Demo (July)
Demo (Short, Early November)
Demo (Short, November (2))
I am making a game, the project is currently called Total Continuity.
We can discuss it here if you are interested : )
Progress video:
Demo (July)
Demo (Short, Early November)
Demo (Short, November (2))