Search found 87 matches
- 15 Oct 2008, 01:27
- Forum: Help & Bugs
- Topic: Map texture errors -resolved-
- Replies: 5
- Views: 1218
Re: Map texture errors
Ah, well that was the issue (twofold). The problem was the PBOs, and the reason I was claiming that they weren't user controlled was because I used the old settings.exe (which you still can use to change the majority of the settings) and as such couldn't turn PBOs off when testing, rather than the n...
- 15 Oct 2008, 00:42
- Forum: Help & Bugs
- Topic: Map texture errors -resolved-
- Replies: 5
- Views: 1218
Re: Map texture errors
The issue TradeMark has might very well be related, though the symptoms aren't exactly the same. I will admit to having pretty old drivers by now, so it might potentially be the issue, though the 6800 is pretty old itself so new drivers usually results in more problems then fixed ones. As for PBOs, ...
- 14 Oct 2008, 20:24
- Forum: Help & Bugs
- Topic: Map texture errors -resolved-
- Replies: 5
- Views: 1218
Map texture errors -resolved-
- PBOs and my use of settings.exe rather than springsettings.exe was the problem - I got a GF 6800GT and since upgrading to 0.77b3 all maps that I have tried has had severe texture corruption. Seems like the texture tiles are placed incorrectly, it has no effect on the height map or the metal map ho...
- 27 Apr 2008, 17:12
- Forum: Game Development
- Topic: Slippery slopes and intuitive games
- Replies: 231
- Views: 29752
Re: Slippery slopes and intuitive games
One thing that is worth restating is that ultimately every balanced game will have a slippery slope. It is rather a matter of trying to shape it in such a way that the balance isn't on a tall peak with steep sides, but more of a plateau. Well that's all fairly obvious, I suppose. There are several d...
- 24 Mar 2008, 23:01
- Forum: Art & Modelling
- Topic: S:44 Dump
- Replies: 820
- Views: 100091
Re: S:44 Dump
I'd advice against that actually. Dark, almost black dirt on impact areas works a bit better, but to do any decent dust you would first have to identify what kind of material (map texture) the unit is sitting on at the moment. Is it snow, perhaps it is in a town on asphalt, or out in the desert? So ...
- 13 Mar 2008, 22:36
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1693935
Re: Random WIP
Didn't Macross use earth style fighters/(robots) as space fighters? Along with a giant spaceship/robot, not exactly what I'd call more realistic unless my memory is failing me. Not that Star Wars/Star Trek is any better, though there are workable designs there. Galactic Heroes is pretty interesting ...
- 13 Mar 2008, 09:37
- Forum: Map Releases
- Topic: AfterShockV3.1 --UPDATED--
- Replies: 46
- Views: 5840
Re: AfterShockV3
I think the volcano looks a bit dead. You have a lava texture in it, but it lacks the illusion of light/heat at the moment, so I'd try to do something about that. Probably through the texture, unless you find some other fancy way of doing it.
- 01 Mar 2008, 01:06
- Forum: Art & Modelling
- Topic: Core Construction Vehicle +1
- Replies: 90
- Views: 10826
Re: Core Construction Vehicle +1
I agree that sharp contrasts and different colour can be extremely useful to identify a unit, something that is unfortunately often ignored. Ultimately the most important identifying feature of a unit however, is the shape, at least if we are assuming that you want a "realistic" variation ...
- 29 Feb 2008, 01:57
- Forum: Lua Scripts
- Topic: Mouse clicks in LUA
- Replies: 8
- Views: 1976
Re: Mouse clicks in LUA
I should have checked a few more things before asking really, but thank you for that, should be all I need.
- 29 Feb 2008, 00:37
- Forum: Lua Scripts
- Topic: Mouse clicks in LUA
- Replies: 8
- Views: 1976
Re: Mouse clicks in LUA
I would assume I would have been able to make a box either way, but what I'd need is what function I have to use to actually catch the mouse clicks?
- 29 Feb 2008, 00:19
- Forum: Lua Scripts
- Topic: Mouse clicks in LUA
- Replies: 8
- Views: 1976
Mouse clicks in LUA
I'm attempting to create a crude tutorial through a gadget, but to do that I would like to both make use of synced controls, such as CreateUnit and TransferUnit while also being able to display dialog boxes that would only disappear after being clicked on. I've stumbled upon a problem however, as I ...
- 26 Feb 2008, 21:44
- Forum: Map Releases
- Topic: Spring: 1944 Map (WIP) - Prokhorovka_1944
- Replies: 25
- Views: 4488
Re: Spring: 1944 Map (WIP) - Prokhorovka_1944
Katastrophe has a tree feature, though I don't know if the creator is still around. Looks like a fine map otherwise, though the farm field with green tall grass and dark hay bales looks a bit odd in my eyes. I second GMN on that the bales doesn't look that round, and it might be worth spending a few...
- 27 Jan 2008, 12:56
- Forum: Art & Modelling
- Topic: S:44 Dump
- Replies: 820
- Views: 100091
Re: S:44 Dump
While I do understand your reasoning for not including the swatiska, I don't understand why you use a made-up version of a Kriegsmarine flag when you could use the Wehrmacht symbol alone, which as far as I know includes all branches (navy, air and land forces). The Wehrmacht symbol isn't considered ...
- 27 Dec 2007, 20:06
- Forum: Map Creation
- Topic: Hex test map
- Replies: 7
- Views: 3027
Re: Hex test map
I probably wouldn't have a reason to do one without defining a few more tags, but I simply wanted to know how far I could cut it without comming upon unforseen consequences.
- 25 Dec 2007, 00:52
- Forum: Map Creation
- Topic: Hex test map
- Replies: 7
- Views: 3027
Re: Hex test map
I agree that this subforum could use some more activity, and I imagine that this is the kind of question that really fit here. I agree somewhat that it lacks metal at the moment, I was going to increase it a bit before I uploaded the map but I didn't have time to do it. Additional question: Which ta...
- 23 Dec 2007, 23:42
- Forum: Map Creation
- Topic: Hex test map
- Replies: 7
- Views: 3027
Re: Hex test map
Need a whole lot more than that to offend me ;) 1* East vs west, not everyone might know you can rotate buildings. 2* I admit that I might not have paid attention well enough, but I didn't notice any pathfinding problems when testing it earlier with 4 AAIs. You'd assume that the symmetry would cance...
- 22 Dec 2007, 15:33
- Forum: Map Creation
- Topic: Hex test map
- Replies: 7
- Views: 3027
Hex test map
I'm lazy, and trying to "compete", so to speak, with l3dt maps while creating them in PS/Gimp is a lot of work. So I took the KP approach of simplicity on this map. The original concept was a bit different, but in the end I decided I wouldn't be able to pull it off well without putting in ...
- 19 Dec 2007, 23:37
- Forum: Feature Requests
- Topic: night and day...
- Replies: 9
- Views: 1856
- 13 Dec 2007, 19:05
- Forum: Game Development
- Topic: Mod tag/ta-based discussion
- Replies: 39
- Views: 2902
I have to agree with the stance that the entire Game and ShortGame tags are redundant, although I also feel it is quite a subjective matter where it is hard to be entirely objective. The underlying issue is perhaps on what you view Spring as, which subsequently colors your view on what the content f...
- 29 Jul 2007, 19:31
- Forum: Map Creation
- Topic: Community Mapping
- Replies: 118
- Views: 17573
I suppose I'm biased, but I though Sparewood was a pretty good 3 player FFA map. I don't know if it is available anymore after the map pack support was removed. It is not perfect, and not symmetrical either, but playable from my perspective. I got Ashpen as 4 player, quite symmetrical map as well. T...