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by SecurE
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...
by SecurE
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, ...
by SecurE
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...
by SecurE
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...
by SecurE
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 ...
by SecurE
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 ...
by SecurE
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.
by SecurE
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 ...
by SecurE
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.
by SecurE
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?
by SecurE
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 ...
by SecurE
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...
by SecurE
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 ...
by SecurE
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.
by SecurE
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...
by SecurE
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...
by SecurE
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 ...
by SecurE
19 Dec 2007, 23:37
Forum: Feature Requests
Topic: night and day...
Replies: 9
Views: 1856

As Tobi points out, a map can be preshaded or have a custom skybox created for a specific environment. Ultimately it should as such be up to the map maker if it actually supports night and dary, rather than the end user or the mod maker.
by SecurE
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...
by SecurE
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...

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