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by Xon
22 Aug 2007, 01:12
Forum: Game Development
Topic: Ripping Spring -> Supcom
Replies: 16
Views: 3397

Re: Ripping Spring -> Supcom

I was working on a TA2SupCom conversion toolset which currently spits out a baddly skinned model and some pseudo-lua for a TA unit. It is not complete since I've just started working as a programmer and simply dont have the time anymore. Try converting that animation to a static animation file. In f...
by Xon
20 Aug 2006, 10:08
Forum: Engine
Topic: Xon new recorder new get/set script command.
Replies: 4
Views: 1157

The problem is when there are 2 'get/set' IDs which have different means in TA/TADR and Spring. Then things explode.
by Xon
28 Jul 2006, 18:34
Forum: Engine
Topic: Automatic COB -> C#/MSIL convertor
Replies: 13
Views: 1472

Converted Arm Advanced Radar Tower. Automatically converted model, texture file and the radar opening animation. The closing animation still requires fixing before it is properly extracted.
by Xon
17 Jul 2006, 02:27
Forum: Engine
Topic: Automatic COB -> C#/MSIL convertor
Replies: 13
Views: 1472

jcnossen wrote:Lucky bastards, how many rts games get a full set of custom units before their release :P
:-)

Dan is putting me to shame, the TA texturing -> UV mapping on 1 compiled texture prototype is looking great. :P
by Xon
16 Jul 2006, 20:22
Forum: Engine
Topic: Automatic COB -> C#/MSIL convertor
Replies: 13
Views: 1472

You might want to consider integrating basic support for that model and scripting format into spring as a part of your project. To be honest, getting Spring's model format working once SupCom's formats are done is in all likelyhood trivial compared to getting it working From TA -> SupCom in the 1st...
by Xon
16 Jul 2006, 18:06
Forum: Engine
Topic: Automatic COB -> C#/MSIL convertor
Replies: 13
Views: 1472

Automatic COB -> C#/MSIL convertor

I've been working with dan (more recently wrote the tank viewer tools for Dungeon Siege) on a TA to SupCom conversion toolset . This is focused on translating; 3do -> scm. Done, Bone based model with UV texture mapping. textures. Not done, intends to merge all the textures and generate UV mapping in...
by Xon
04 Mar 2006, 15:08
Forum: Engine
Topic: Windows Compilation From Source
Replies: 20
Views: 2586

Well, the important part here is getting spring to compiler without buying MSVC, or downloading a ~free~ copy, for "personal" use ;p if mingw works, at all, then I can get sinbad to install it :D Or you could go download Visual C++ 2005 for free from Microsoft. You can get a free copy fro...
by Xon
04 Mar 2006, 15:03
Forum: Engine
Topic: Maybe I have a solution of linux floating point problem
Replies: 11
Views: 1788

Something like continuously resyncing the units going out of sync might be a solution tho, and if it works, I think it is the perfect solution. You will have to. Given 2 floatpoint values (float a,b), and preforming arbitary operations on them every frame in a consistant and repeating pattern, the ...
by Xon
28 Feb 2006, 12:07
Forum: Engine
Topic: Maybe I have a solution of linux floating point problem
Replies: 11
Views: 1788

To insure cross-platform consistancy with floatpoint operations you must make sure the floatpoint control word is the same on all machines. this controls basicly everything about how the floatpoint engine in the CPU operates and is a part of the IEEE spec on floatpoint handling(well mostly) The defa...
by Xon
28 Feb 2006, 11:55
Forum: Engine
Topic: Better audio format for sound effects
Replies: 16
Views: 2881

.wav files are used because they require zero processing to decompress them into a usable state(that is it is trivial to code and thus easy), and since they are normlal ultra short for most in-game sounds this is perfectly fine. The only reasonable sound library to use is fmod , it is free for freew...
by Xon
11 Feb 2006, 06:53
Forum: Engine
Topic: Towards a New Animation Format. Very long.
Replies: 30
Views: 2574

I've got a working COB -> LUA decompiler and a partially built BOS -> LUA cross-compiler. You can get the COb->LUA decompiler, here . It still needs some work done on getting it to read various info from an xml file instead of hardcoding, as well as some exact targetting of the LUA->game engine bind...
by Xon
03 Jan 2006, 03:39
Forum: Engine
Topic: To make things easy for modders...
Replies: 23
Views: 2702

Uhmmm... I find that *realy* offensive. I mean God dam it.. you hit rock bottom, something bothering you? My guess is the moron spouting babble about using SQL (a query language!) and a relational database to store flatfile information with very trivial cross-references for at most a few hundred en...
by Xon
27 Nov 2005, 13:36
Forum: Engine
Topic: Free MS Compiler FOUND at last =)
Replies: 16
Views: 2031

Then just use mingw. :P Or Visual Studio 2005 Express (C++ managed or native/C#/J#/VB). Linky . Just Download the .img files, mount them with virtual CD software or burn them to CD and install off them. Thats all there is to it You said ├óÔé¼┼ôfree for one year├óÔé¼┬Ø ├óÔé¼ÔÇØ what does that mean, ...
by Xon
11 Jun 2005, 11:54
Forum: Engine
Topic: Regarding the CSunParser object
Replies: 8
Views: 1616

Dragon45 wrote:Comeon, its a map. Its not GOING to get more complex :P
Wait till someone adds support for arbitary triggers and scripting.

Then the map format will get a tad more complex.
by Xon
27 May 2005, 18:27
Forum: Engine
Topic: Bug hunting
Replies: 17
Views: 3188

Yes you are totally right but I am using the visual studio 2005 beta and Microsoft seems to have changed their priorey_quean implementation. In the new version of the library the pointer is dereferenced during the call to pop, but as long as VC 2003 is the main development platform it should be fin...
by Xon
25 May 2005, 16:26
Forum: Engine
Topic: AHHH "To many timers"!!
Replies: 8
Views: 1655

Sounds like someone needs to scan the code for start_time_profile commands, and find out where the missing end_time_profile command is. Or have start_time_profile return an structure which has a destructor which calls end_time_profile(then a quick check to prevent end_time_profile from being called...
by Xon
16 May 2005, 14:29
Forum: General Discussion
Topic: To hell with high-poly models
Replies: 28
Views: 4257

So, optimizing the pathfinding is key here. Obviously the machine can handle the drawing of the screen as you can move the camera around, but unit lag should be focused on what those units are doing. I wouldnt be suprised if it was the pathfinding. But I want to get my hands on a proper profiler 1s...
by Xon
16 May 2005, 13:55
Forum: Engine
Topic: Spring Construction Set Update
Replies: 11
Views: 1914

GAF is just... wrong in so many ways. :P *shudders I wrote a GAF viewer, but got stuck when trying to make a GAF maker. The GAF format is such a horrible system, it should inspire horror with all who work with it. If you need some code to parse COB or BOS files I think I have some C# code which doe...
by Xon
13 May 2005, 10:37
Forum: Game Development
Topic: Spring unit classes
Replies: 4
Views: 2016

Sean Mirrsen wrote:You forgot gunships.
A gunship is just a fighter which moves a little differently.

Those classes are actually hardcoded limitations in the unitloader.
by Xon
12 May 2005, 19:38
Forum: Game Development
Topic: Spring unit classes
Replies: 4
Views: 2016

Spring unit classes

Currently Spring forces units into a number of classes. The classes listed are in order of importance. Unit class #1 will always trump unit class #2, a unit can only belong to a single unit class. <class type>; <what the class does>, <triggers which cause the unit to be assigned to the class> Metal ...

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