I apologize for not keeping everyone better informed about this release. The primary reason to rush this one out was to fix the most annoying bugs from b2 (construction unit lockup and factory cancelling).
Next version will probably be a major one and should be announced ahead of release.
Search found 74 matches
- 24 Jan 2007, 17:49
- Forum: Dedicated Developer Discussion
- Topic: For New Releases...
- Replies: 1
- Views: 1717
- 22 Jan 2007, 01:11
- Forum: News
- Topic: Bugfix release, 0.74b3
- Replies: 25
- Views: 20430
- 29 Dec 2006, 22:35
- Forum: News
- Topic: Bugfix release, 0.74b2
- Replies: 24
- Views: 17233
- 27 Nov 2006, 22:41
- Forum: Engine
- Topic: 0.74 testing
- Replies: 68
- Views: 11554
- 27 Nov 2006, 22:27
- Forum: News
- Topic: New version, 0.74b1
- Replies: 44
- Views: 26296
New version, 0.74b1
A new version of Spring is ready for download. Some of the new things in this version are improved GUI, Linux and Windows multiplayer games can now work, and of course a lot of bugfixes. Full changelog can be viewed here New in this release is also a TA content free installer using the mod nanoblobs...
- 25 Nov 2006, 03:26
- Forum: Engine
- Topic: 0.74 testing
- Replies: 68
- Views: 11554
0.74 testing
Spring 0.74 should be released soon, but to make sure there are no serious bugs or issues before release there is a test installer availble for download. 0.74 test installer can be downloaded from here: http://taspring.clan-sy.com/temp/spring_0.74b1rc.exe There is allso a test server up for the tasc...
- 18 Nov 2006, 05:09
- Forum: Engine
- Topic: CSimpleParticleSystem(tests, sample code when it works)
- Replies: 55
- Views: 10250
That would be something like this: [InitialExplosion] //this is the explosion that get called when the event happens { [DelaySpawner] { [properties] { delay=10 explosionGenerator=custom:A; } } [DelaySpawner] { [properties] { delay=20 explosionGenerator=custom:B; } } [DelaySpawner] { [properties] { d...
- 18 Nov 2006, 04:51
- Forum: Engine
- Topic: CSimpleParticleSystem(tests, sample code when it works)
- Replies: 55
- Views: 10250
Gravity is fixed. DelaySpawner is an explosion type that spawns a new explosiongenerator after a specified time, used like any other explosion types like this. [DelaySpawner] { [properties] { delay=30; explosionGenerator=custom:NewExplosionGenerator; } water=1; air=1; ground=1; count=1; } This will ...
- 17 Nov 2006, 18:52
- Forum: Engine
- Topic: CSimpleParticleSystem(tests, sample code when it works)
- Replies: 55
- Views: 10250
- 16 Nov 2006, 21:23
- Forum: Engine
- Topic: ExplosionSphere, ExplosionSpike
- Replies: 29
- Views: 4572
Those are effects that has been used by the standard explosions, this was just a bind to the explosiongenerator so they can be used by custom explosions. This is how they look by themself: http://taspring.clan-sy.com/temp/sphereexp.png [properties] { ttl=40; alpha=0.5; expansionSpeed=10; color=0.8,0...
- 13 Nov 2006, 14:14
- Forum: Engine
- Topic: Spring's "economy", GET/SET MAX_SPEED
- Replies: 79
- Views: 13018
For example, Targeting Centers used to be major costs, in OTA. This came along with a very large benefit, so it was worth it. But if your opponent blew up enough of your Energy production, you needed to shut it down asap to avoid stalling your entire economy. In the spring system (and i think in ot...
- 11 Nov 2006, 05:33
- Forum: Engine
- Topic: Spring's "economy", GET/SET MAX_SPEED
- Replies: 79
- Views: 13018
The spring economy doesn't work like a powergrid, it works with a stockpile of resources, this is by design and not a bug. If a unit cant drain its requested amount it won't do so and leave the resource pool untouched and the action will fail. This is true for units with energyuse too, which isn't a...
- 11 Nov 2006, 04:54
- Forum: Engine
- Topic: CSimpleParticleSystem(tests, sample code when it works)
- Replies: 55
- Views: 10250
You are correct that the systems aren't internally z-sorted, this is for speed reasons and for most purposes it isn't vissible. I'll see if i can add in an option for z ordering for those events that need it though. Delayspawner spawn a completely new explosion generator, so it will have its new int...
- 08 Nov 2006, 03:29
- Forum: Engine
- Topic: Spring's "economy", GET/SET MAX_SPEED
- Replies: 79
- Views: 13018
There is no reseting of resources bellow zero, a unit can either pull its requested amount of resources or it won't. If a unit cant pull the requested amount of resources whatever action requested it will fail (unit wont be able to fire, cloak, build, etc) There is however no priority either, a unit...
- 04 Nov 2006, 02:27
- Forum: Engine
- Topic: UnitRestricted Test
- Replies: 10
- Views: 2035
- 03 Nov 2006, 20:45
- Forum: Engine
- Topic: CSimpleParticleSystem(tests, sample code when it works)
- Replies: 55
- Views: 10250
Argh: A float 3 in explosiongenerator needs to be separated by commas, your emitVector should look like this: emitVector=0,1,0;. The colormap however should be separated by spaces, i should probably change so they use the same separator, i guess its a little confusing currently. And please do contin...
- 03 Nov 2006, 04:10
- Forum: Engine
- Topic: CSimpleParticleSystem(tests, sample code when it works)
- Replies: 55
- Views: 10250
This is how it currently works; The emitVector describes a direction for the top of a sphere, with no rotation the particles are emmited in this direction. With an added rotation of 45 degree from emitRot the particles will be emitted along a thin circle on the sphere, 45 degrees from the emitVector...
- 01 Nov 2006, 19:29
- Forum: General Discussion
- Topic: Where to send crash files?
- Replies: 20
- Views: 3606
You can mail crachreports to taspringcrash@clan-sy.com.
Edit: correct adress now.
Edit: correct adress now.
- 31 Oct 2006, 19:00
- Forum: Engine
- Topic: Muahahahaha...
- Replies: 10
- Views: 2533
There is a short description of the variables here: http://taspring.clan-sy.com/wiki/Simpleparticlesystem The airdrag is a multiplier, so a value of 1 is nothing applied at all. The SimpleParticleSystem is intended for explosions and other effects where everything get spawned at once, the plan was t...
- 31 Oct 2006, 18:35
- Forum: Engine
- Topic: UnitRestricted Test
- Replies: 10
- Views: 2035
The counting does begin at 1, UnitRestricted=0 mean that you cannot build any of that unit. Sounds like there could be some bug with it do you have any datafile i could test with to reproduce the problem? You can queue units even if the max number of unit is met. This can be usefull with factories f...