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by Icedragon
22 Jun 2005, 03:26
Forum: Art & Modelling
Topic: Ok.. time to redo the OTA textures.
Replies: 46
Views: 13779

Okay, Makes sense. Was trying to keep the general idea of the original texture, without making a near exact replica, thus the different plating, and different rust style. But if it would be better I can make them look more similar.
by Icedragon
21 Jun 2005, 15:36
Forum: Engine
Topic: REQ: Satellites
Replies: 22
Views: 3050

Once a satalite is in orbit, it takes very little energy comparitively to maintain said orbit. as the satalite approaches the highest point in its orbit, it turns prograde and fires thrusters to raise the lowest orbital point to the same elevation as the highest orbital point, which is usually a rat...
by Icedragon
21 Jun 2005, 08:20
Forum: Engine
Topic: REQ: Satellites
Replies: 22
Views: 3050

Wouldn't be all that hard to implement a height cap on shots fired.

if (Ysub2)-(Ysub1) > (-Vsub0)/(2G) Then Don't fire

Ysub1 being unit elevation and Ysub2 being target elevation
by Icedragon
21 Jun 2005, 07:52
Forum: Art & Modelling
Topic: Ok.. time to redo the OTA textures.
Replies: 46
Views: 13779

Okay, as a test I made this texture

Image

roughly based on this one

Image

Is this the kind of stuff that needs to be done?
by Icedragon
20 Jun 2005, 21:15
Forum: Engine
Topic: Implementing active music in Spring
Replies: 61
Views: 7649

I would still prefer value of units lost/won as opposed to direct numbers. Let's say you send 5 waves of 25 gunships at your opponent. your first two waves are completely destroyed, your 3rd wave destroys most of his defenses, and your 4th and 5th wave take out strategic targets before being shot do...
by Icedragon
19 Jun 2005, 20:18
Forum: Engine
Topic: Implementing active music in Spring
Replies: 61
Views: 7649

I think the soundpack that the player uses should be entirely up to the player, Spring could just have on the site music packs. I say we should compile some spring specific music that fits well together as to avoid possible legal troubles later, as well as sponsor the original soundset until we're t...
by Icedragon
19 Jun 2005, 09:44
Forum: Engine
Topic: Implementing active music in Spring
Replies: 61
Views: 7649

How can you decide the tides scales? (kills/s)/(deaths/s)>= 1 (win music) (kills/s)/(deaths/s)< 1 (lose music) ? That works for when combat has just finished (although I'd prefer value of units/buildings killed/lost as opposed to direct numbers), as determined by certain ammount of time (5s?) after...
by Icedragon
19 Jun 2005, 09:28
Forum: Art & Modelling
Topic: Ok.. time to redo the OTA textures.
Replies: 46
Views: 13779

I'd love to help if I knew what needed to be done. Can anyone link me to how to dump a GAF to PNG or describe it, so I can produce some textures roughly based on those needing to be replaced? This is all of course assuming I'm not kicking a dead horse, in that this little project has been either com...
by Icedragon
19 Jun 2005, 09:08
Forum: General Discussion
Topic: Ambiance
Replies: 24
Views: 3170

Most of that environmental effect stuff can be done through EAX, if anyone would care to implement support of it. That's a bit out of my league there. The doppler effect thing i could probably do though, as long as velocities of units are kept somewhere. I'll see about writing up some code for it so...
by Icedragon
19 Jun 2005, 09:02
Forum: Help & Bugs
Topic: System.Net.Sockets.SocketException
Replies: 11
Views: 1468

we tried to get games going, but they kept getting out of sync. Spring really needs better netcode for games involving more than 3 players.
by Icedragon
19 Jun 2005, 06:51
Forum: Help & Bugs
Topic: System.Net.Sockets.SocketException
Replies: 11
Views: 1468

Game's can still be run, circumventing the lobby, you just have to edit your scripts, and know the connection details and script format everyone else is using.
by Icedragon
19 Jun 2005, 04:35
Forum: General Discussion
Topic: Ambiance
Replies: 24
Views: 3170

The jet sound works for taking off, or for a sonic boom passing your screen. As for most other instances of a unit passing your screen, and actuall applied doppler effect would most likely be better than trying to recreate it through the sound itself. While I'd have to look up the formula again as I...
by Icedragon
17 Jun 2005, 04:45
Forum: Map Creation
Topic: Earth : Eternal Struggle, a 32x32 map.
Replies: 26
Views: 4188

Correct, and it's missing

Contents of EnternalStruggle.Zip
EternalStruggle.smd
EternalStruggleBarren.sm2

where is EternalStruggle.sm2?
by Icedragon
17 Jun 2005, 02:51
Forum: Map Creation
Topic: Earth : Eternal Struggle, a 32x32 map.
Replies: 26
Views: 4188

It's not the SMD that's missing, it's the SM2
by Icedragon
16 Jun 2005, 23:11
Forum: General Discussion
Topic: Gravity not affecting ballistic range properly
Replies: 23
Views: 2492

Dynamic Range Equation: r=VsubXY0*COS(Ө)((2(-VsubXY0*Sin(Ө)))/G+(sqrt((VsubXY0*SIN(Ө))^2+2GYsub2)-VsubXY0*SIN(Ө))/G) where Ysub2 is the negative of the elevation of the origin from the target, VsubXY0 is muzzle velocity, Ө is the firing angle, and G is gravity (which is always expressed as a negativ...
by Icedragon
16 Jun 2005, 22:21
Forum: Map Creation
Topic: Earth : Eternal Struggle, a 32x32 map.
Replies: 26
Views: 4188

As in the zip file for the normal version contains eternalstruggle.smd and eternalstrugglebarren.sm2 so i don't have the sm2 to go with the smd
by Icedragon
16 Jun 2005, 10:02
Forum: General Discussion
Topic: Gravity not affecting ballistic range properly
Replies: 23
Views: 2492

And it will make it really hard for map makers to adjust gravity since any deviation from the normal will tend to make ballistic units either worthless or a must have. But as a RTS this is exactly the kind of thing that you want to have mulling over in the player's brains. "Well, let's see thi...
by Icedragon
16 Jun 2005, 09:57
Forum: Map Creation
Topic: Earth : Eternal Struggle, a 32x32 map.
Replies: 26
Views: 4188

Buggi, in your updated versions the regular copy of the map seems to be missing the proper .sm2 in the zip file.
by Icedragon
16 Jun 2005, 08:24
Forum: General Discussion
Topic: Gravity not affecting ballistic range properly
Replies: 23
Views: 2492

It has to do with projectile angles. While that would work at minimal effective range difference, it doesn't work much farther in or out. For every angle that a projectile can be fired, it's opposite across a 45 degree line yields a hit in the exact same spot, baring different wind resistances. At t...
by Icedragon
16 Jun 2005, 06:16
Forum: Engine
Topic: Would like to offer my assistance on the project.
Replies: 1
Views: 649

Would like to offer my assistance on the project.

I would like to help if at all possible. Currently my only major skill is databasing, as I was a head databaser for a game called Street Hacker ( http://www.streethacker.com ). I have minimal programming skills but learn fast (Adept at BASIC and know C Syntax). I have minimal Modeling Skills, but ha...

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