Search found 318 matches
- 19 Mar 2012, 23:57
- Forum: Feature Requests
- Topic: Pathfinding and group movement improvements
- Replies: 28
- Views: 14689
Re: Pathfinding and group movement improvements
@smoth I was gonna write a vitriolic answer, but what's the point. Even though you're a rude individual whose respect I couldn't care less about, you contributed more to the project that I'll ever do, so I respect you for that. If you bash anyone who tells you which aspects of Spring suck and are ob...
- 19 Mar 2012, 04:52
- Forum: Feature Requests
- Topic: Pathfinding and group movement improvements
- Replies: 28
- Views: 14689
Re: Pathfinding and group movement improvements
Like this? /me is impressed. It's almost as good as SupCom 1, only thing missing is that units don't get into formation while moving, only when they have reached their destination. At least, that's what I concluded from the footage. People should also be able to implement intertia-less units in the...
- 18 Mar 2012, 21:37
- Forum: Feature Requests
- Topic: Pathfinding and group movement improvements
- Replies: 28
- Views: 14689
Re: Pathfinding and group movement improvements
It's all well and good to defend Spring and to say maps/units are more complex, but I don't think it's a good way to approach the situation. Fact is, it's been 4 years, and the overall perceived quality of unit movement has not improved for the player. That's bad. Maybe Spring should shed some compl...
- 18 Mar 2012, 00:01
- Forum: Feature Requests
- Topic: Pathfinding and group movement improvements
- Replies: 28
- Views: 14689
Re: Pathfinding and group movement improvements
Sorry for double-posting, but I wanted to share a separate idea: would you devs be able to separate the pathfinding code from the rest, just like the AI resides in separate DLLs ? This would allow several algorithms to exist separately and to compete, and would lower the barrier for outside people t...
- 17 Mar 2012, 23:50
- Forum: Feature Requests
- Topic: Pathfinding and group movement improvements
- Replies: 28
- Views: 14689
Re: Pathfinding and group movement improvements
Well I just started SupCom 2 and tried moving large groups of units through each other, around experimentals and through rows of buildings. Overall it works as advertised in the video. Obviously they presented the optimal case in that footage, and it doesn't always look that good, but it works. Unit...
- 17 Mar 2012, 22:19
- Forum: Feature Requests
- Topic: Pathfinding and group movement improvements
- Replies: 28
- Views: 14689
Re: Pathfinding and group movement improvements
Yes, this has come up a few times before, though opinions from people who have actually played (GPG's) SC2 tend to be less positive. Also, I implemented the flowfield / CC algorithm a while back (some surviving videos here ) and found it lacking in performance, both on the "how well it works&q...
- 17 Mar 2012, 06:12
- Forum: Feature Requests
- Topic: Pathfinding and group movement improvements
- Replies: 28
- Views: 14689
Pathfinding and group movement improvements
A group of Spring units still seem to follow individual paths and move in a kind of "bumper cars" fashion, where they constantly collide with units of the same group heading for the same point - and it gets worse when they cross paths with units going in another direction. The customs form...
- 29 Mar 2010, 01:37
- Forum: Community Blog
- Topic: [misc] Spring applied for GSoC 2009
- Replies: 71
- Views: 24589
Re: Spring applied for GSoC 2009
The only people that would join this community if it were more mature and serious are the kind of developers that develop as their job. Spring is a hobby project and in being that, it is a lot more casual and laidback and less about "*Whip Whip* Work harder slave scums or your life is in dange...
- 29 Mar 2010, 01:08
- Forum: Community Blog
- Topic: [misc] Spring applied for GSoC 2009
- Replies: 71
- Views: 24589
Re: Spring applied for GSoC 2009
I think most people would prefer to keep Spring's spirit pretty free as it is at the moment where there's not a strict policy enforcement on any kind of non-polite chatter. As soon as you start to separate the dev team from the community, a lot is lost. Perhaps. Or maybe many more people (devs and ...
- 28 Mar 2010, 10:57
- Forum: Community Blog
- Topic: [misc] Spring applied for GSoC 2009
- Replies: 71
- Views: 24589
Re: Spring applied for GSoC 2009
Isn't wesnoth crap? Atleast compared to Spring. Want to help Spring's image? This kind of comment should be deleted on sight and the user banned for a week. The Google people are not idiots and are able to browse the forums a bit to see what the overall community spirit is. Good luck for next year,...
- 16 Nov 2009, 20:11
- Forum: Feature Requests
- Topic: Springlobby: randomize faction when joining battle room
- Replies: 28
- Views: 7451
Re: Springlobby: randomize faction when joining battle room
I think a lot of people are missing something here. There is a lightyear of difference CA's "Random Faction" and simply being assigned a random faction when you connect to the Battle Room. In the latter, you (and every other player) know what faction you will receive when the game starts....
- 16 Nov 2009, 06:30
- Forum: Feature Requests
- Topic: Springlobby: randomize faction when joining battle room
- Replies: 28
- Views: 7451
Re: Springlobby: randomize faction when joining battle room
Couldn't we just move our manually added Random factions to the first faction option as game or mod developers? I was gonna say "noes!", but thinking twice about it... putting the "Random" faction as default does make newbs aware that there are several factions to choose from. L...
- 16 Nov 2009, 03:41
- Forum: Feature Requests
- Topic: Springlobby: randomize faction when joining battle room
- Replies: 28
- Views: 7451
Re: Springlobby: randomize faction when joining battle room
I don't want the lobby changing my faction. I play the same one all the time. I play the faction I choose to. Sounds contradictory. Trolling much? Also sometimes the default is the easier faction to play. I set federation to default for gundam so that starting players would always start with the ea...
- 16 Nov 2009, 03:24
- Forum: Zero-K
- Topic: Anti-porc measures
- Replies: 28
- Views: 7904
Re: Anti-porc measures
In plain english?smoth wrote:WTF op: jumpjets
/thread
- 16 Nov 2009, 03:19
- Forum: Feature Requests
- Topic: Springlobby: randomize faction when joining battle room
- Replies: 28
- Views: 7451
Re: Springlobby: randomize faction when joining battle room
So by chance you always play the default one?smoth wrote:I don't want the lobby changing my faction. I play the same one all the time.
That's another feature request that has already been made, though: save user preferences.
- 16 Nov 2009, 01:37
- Forum: Feature Requests
- Topic: Springlobby: randomize faction when joining battle room
- Replies: 28
- Views: 7451
Re: Springlobby: randomize faction when joining battle room
@JohannesH I'm not an expert myself, but I've heard the opposite opinion: that Core is better for newbies since it has uncomplicated tough units, while Arm is requires more skill to use its specialty units effectively. In any case, in other games there might not be a "newbie" faction. As ...
- 15 Nov 2009, 20:48
- Forum: Feature Requests
- Topic: Springlobby: randomize faction when joining battle room
- Replies: 28
- Views: 7451
Re: Springlobby: randomize faction when joining battle
C'mon, it's five lines of code to write for a bored Springlobby developer, and then we don't have to wait for every game to copy CA in this respect.
- 15 Nov 2009, 20:29
- Forum: Feature Requests
- Topic: Springlobby: randomize faction when joining battle room
- Replies: 28
- Views: 7451
Springlobby: randomize faction when joining battle room
Moderators, feel free to move this thread if there's a better subforum for Springlobby requests. Could the faction be assigned randomly when players join a battle room in Springlobby? Right now it seems to default to whatever faction game developers have listed first in their data files. For instan...
- 15 Nov 2009, 12:24
- Forum: Feature Requests
- Topic: Quick comparison with Forged Alliance UI
- Replies: 70
- Views: 11744
Re: Quick comparison with Forged Alliance UI
@Smoth: I'm not dismissing your work on Gundam or anything "not TA". If that came across, it's because of the limits of communications on internet forums. Can't fully explain my opinion in a few posts, especially not when some people are willing to focus on any detail and blow it out of pr...
- 14 Nov 2009, 07:12
- Forum: Feature Requests
- Topic: Quick comparison with Forged Alliance UI
- Replies: 70
- Views: 11744
Re: Quick comparison with Forged Alliance UI
I've installed that one too, but I can't say I have integrated it in my gameplay yet. It still requires you to zoom in and click on a unit of the right type, and I have a hard time with that when under pressure.Gedanken wrote:Have you seen z-selector btw? That's another great widget.