Search found 67 matches
- 23 Aug 2006, 01:03
- Forum: Engine
- Topic: Compiling spring (mingw and visual studio 7/8)
- Replies: 581
- Views: 144766
Hi, I want to develop for Spring, but I don't want to read through this nine-page thread and try to assemble a working version of the game over the course of a few weeks like some other posters. Is there a definitive set of instructions to get everything working? I'd really love to help, but I just ...
- 21 Aug 2006, 18:51
- Forum: Feature Requests
- Topic: Additions to statistics
- Replies: 15
- Views: 1690
- 21 Aug 2006, 07:00
- Forum: AI
- Topic: AAI 0.70 released - Win + Linux version included
- Replies: 158
- Views: 34176
- 17 Aug 2006, 21:15
- Forum: Feature Requests
- Topic: Ability to assign targetting priority on the fly
- Replies: 21
- Views: 2618
- 17 Aug 2006, 20:08
- Forum: Feature Requests
- Topic: Ability to assign targetting priority on the fly
- Replies: 21
- Views: 2618
- 17 Aug 2006, 20:03
- Forum: Feature Requests
- Topic: Ability to assign targetting priority on the fly
- Replies: 21
- Views: 2618
In your opinion, maybe. I feel that it would in fact make the game more fun. Any change will make the code more complex, unless it's just an optimization (but then again, the optimization could make the code complex). Obviously unit control would be made more complex, as that was the goal of the sug...
- 17 Aug 2006, 19:30
- Forum: Feature Requests
- Topic: Ability to assign targetting priority on the fly
- Replies: 21
- Views: 2618
- 17 Aug 2006, 19:20
- Forum: Feature Requests
- Topic: Ability to assign targetting priority on the fly
- Replies: 21
- Views: 2618
I don't understand what you mean. I can tell my guy to shoot at the enemy just fine, if I want him to stop, stand still, and shoot, but that's not what I want. I want to micromanage my two zippers or whatever to dodge and weave and hide behind buildings while shooting at that mex at every possible o...
- 17 Aug 2006, 18:41
- Forum: Feature Requests
- Topic: Ability to assign targetting priority on the fly
- Replies: 21
- Views: 2618
Ability to assign targetting priority on the fly
So one thing I frequently run into in TA is that when I'm trying to micro a unit (e.g. early harassment) by moving it around, dodging rockets, hiding behind buildings, etc. my unit will sometimes not shoot what I want it to shoot but rather some other random unit or building nearby. I'd like a way t...
- 20 Dec 2005, 01:00
- Forum: Engine
- Topic: All .S3O features have flipped polygons
- Replies: 22
- Views: 3267
- 19 Dec 2005, 10:33
- Forum: Game Development
- Topic: New Upspring version (1.2)
- Replies: 111
- Views: 16738
Ok, I'm going to make one of those bloody features myself and work out all the problems once and for all ;) That'll also stop me from giving incorrect information about things like backface culling... May be the wrong thread to ask for an update for this issue, but is there an update for this issue...
- 19 Dec 2005, 02:00
- Forum: Map Creation
- Topic: SMD Creator v3.5
- Replies: 55
- Views: 18401
It doesn't read
or correctly in my thingy (assumes default values.)
Code: Select all
SunDir=0.398 0.334 0.534;
Code: Select all
DetailTex=test.jpg;
- 19 Dec 2005, 01:48
- Forum: Engine
- Topic: All .S3O features have flipped polygons
- Replies: 22
- Views: 3267
All .S3O features have flipped polygons
After a bunch of testing, we discovered that features, when using s3o models, have flipped polygons in game. This is only true for features and not for units. We can't determine whether this is the case with 3do features as well, since they're double-sided. Here's a big post I typed up before decidi...
- 26 Nov 2005, 09:17
- Forum: Map Creation
- Topic: How to generate a correct tilemap?
- Replies: 8
- Views: 1063
Thanks a bunch. So, when you say that trying to use a tile map to help compression doesn't work, are you saying that Spring isn't smart enough to use a tile map as a compression method instead of having a giant texture map, or are you saying that the compression method is so good that doing that wou...
- 26 Nov 2005, 08:56
- Forum: Map Creation
- Topic: How to generate a correct tilemap?
- Replies: 8
- Views: 1063
- 26 Nov 2005, 08:33
- Forum: Map Creation
- Topic: How to generate a correct tilemap?
- Replies: 8
- Views: 1063
How to generate a correct tilemap?
We've got a tilemap bitmap that we generated in accordance with all of the tutorials, which agree with eachother and say that it's a standard bitmap with no special formatting. MapConv.exe is finding the file, but says that it can't read it: Error opening tile file ... It's failing on line 48 of Map...
- 09 Nov 2005, 22:28
- Forum: General Discussion
- Topic: how to make video
- Replies: 12
- Views: 1885
- 09 Nov 2005, 22:12
- Forum: General Discussion
- Topic: Original TA music
- Replies: 14
- Views: 3073
- 29 Oct 2005, 07:48
- Forum: General Discussion
- Topic: Unit Request: Lvl 2 anti-air KBot
- Replies: 44
- Views: 4249
They should just make the L2 rocket kbot mechwarrior thing an anti-air, if they're going to make an anti air... but yeah, I agree that K-bots are ninjas, they don't stand up to attack, they're pretty much purely offensive and guerilla defensive. At least for arm... maybe core should get something ef...
- 29 Oct 2005, 05:51
- Forum: General Discussion
- Topic: Minimap idea
- Replies: 125
- Views: 12764