Search

Search found 5911 matches

by FLOZi
22 Apr 2019, 11:44
Forum: Game Development
Topic: Disabling sensor calculations
Replies: 5
Views: 221

Re: Disabling sensor calculations

Why not just set globallos? I would think you would have a lot better luck by giving all units unlimited vision. Units with unlimited vision might result in areas where los darkens. I think in either case you would have to probably just make sure that L mode was always on, but that's ofc a simple t...
by FLOZi
21 Apr 2019, 22:36
Forum: Game Development
Topic: Disabling sensor calculations
Replies: 5
Views: 221

Disabling sensor calculations

Say one had a project where LOS/radar et al were not part of the gameplay. Would giving all units 0 for {sight, airSight, radar, sonar}distance in the unitdef, setting {los, airLos, radar}MipLevel to maximum in modrules.lua and setting all created units to always visible with Spring.SetUnitAlwaysVis...
by FLOZi
20 Apr 2019, 15:49
Forum: Engine
Topic: Spring 1944 using Engine 103
Replies: 11
Views: 317

Re: Spring 1944 using Engine 103

And yet no PMs ever appeared in my inbox over the past year and a half about it not working under 104. :cry:
by FLOZi
19 Apr 2019, 21:35
Forum: Engine
Topic: Spring 1944 using Engine 103
Replies: 11
Views: 317

Re: Dispensation for Spring 1944 to use Engine 103

The real question is wth S44 is being hosted on 103 when it runs fine under 104, afaik. :lol:
by FLOZi
11 Apr 2019, 21:59
Forum: Community Blog
Topic: [misc] enforcment of spring >= 104.0 for autohosts with botflag
Replies: 82
Views: 3432

Re: [misc] enforcment of spring >= 104.0 for autohosts with botflag

Locking this due to inability to face dealing with petulant teenagers during out-of-term time. If you wish to have a rational conversation, by all means do so. By a rational conversation I mean 'What can we do to fix the version of BA we wish to play for 104.0?' Because that is your only option, and...
by FLOZi
31 Mar 2019, 13:24
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 2406

Re: MapConv(NG) for Windows crash on big map sizes

I also have 16 gb RAM. Do you not have a 64bit OS?
by FLOZi
29 Mar 2019, 18:24
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 2406

Re: MapConv(NG) for Windows crash on big map sizes

Works fine for me on 104.0 :o
by FLOZi
28 Mar 2019, 18:30
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 2406

Re: MapConv(NG) for Windows crash on big map sizes

EpicLawn is 64 x 64 according to Springfiles? Obviously the diffuse texture is very tiled and the heightmap is totally flat.
by FLOZi
25 Mar 2019, 19:16
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 2406

Re: MapConv(NG) for Windows crash on big map sizes

Beherith wrote:
25 Mar 2019, 14:49
64x64 failed, 60x40 succeeded, thats all i know for now :(
That at least lets me know 64 x 64 is still too big :)
by FLOZi
21 Mar 2019, 21:10
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 2406

Re: MapConv(NG) for Windows crash on big map sizes

Define 'extreme'? :-) :-)

edit: You said 60 x 40 in the other thread which is impressive for a 'proper' map. Getting close to 'EpicLawn' territory at least.

Any chance of you trying to find the limit? :twisted:
by FLOZi
19 Mar 2019, 21:10
Forum: Engine
Topic: The future is here
Replies: 7
Views: 408

Re: The future is here

Monumental.
by FLOZi
15 Mar 2019, 19:02
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 798

Re: Making game content for spring with Blender

The obj you sent me has no uvs, would explain why the texture was black :P So question becomes why does it have no UVs, how did you export it to obj?
by FLOZi
09 Mar 2019, 20:38
Forum: Ludum Dare
Topic: LD44
Replies: 16
Views: 1053

Re: LD44

gajop wrote:
09 Mar 2019, 03:18
, city-builder games
This is relevant to my interests.

Hoko thinks it would be simpler to write one's own game rather than use Spring for this. :wink:
by FLOZi
03 Feb 2019, 20:22
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 798

Re: Making game content for spring with Blender

Just the obj should be sufficient, I don't tend to use discord but I suppose I can hop on if you don't have an alternative
by FLOZi
01 Feb 2019, 22:11
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 798

Re: Making game content for spring with Blender

Spring is its own test environment. If you upload the .obj somewhere I will take a look at it.
by FLOZi
23 Jan 2019, 18:36
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 798

Re: Making game content for spring with Blender

You can do all three, though with caveats on 3 in particular. You should ask Anarchid / search the forum for his blender-animation-to-lua stuff.
by FLOZi
07 Jan 2019, 18:49
Forum: Off Topic Discussion
Topic: Tabletop Annihilation
Replies: 2
Views: 664

Re: Tabletop Annihilation

Cool project :-) Seem to recall someone doing something similar in years gone by.
by FLOZi
03 Jan 2019, 19:21
Forum: General Discussion
Topic: No more Helpers Ai ?
Replies: 0
Views: 401

Re: No more Helpers Ai ?

Which menu? Which game? When was the last time you played (are you referring to the very ancient 'Group AI'?)
by FLOZi
03 Jan 2019, 18:26
Forum: Lua Scripts
Topic: team won condition
Replies: 5
Views: 482

Re: team won condition

GameOver() returns a table listing winning allyTeams, so if you want teams (teams or players?) you'll need to iterate over that table and use Spring.GetTeamList(allyTeamID) and iterate over the result too.

Go to advanced search