Search found 20 matches
- 22 Jun 2005, 03:26
- Forum: Art & Modelling
- Topic: Ok.. time to redo the OTA textures.
- Replies: 46
- Views: 13779
- 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...
- 21 Jun 2005, 08:20
- Forum: Engine
- Topic: REQ: Satellites
- Replies: 22
- Views: 3050
- 21 Jun 2005, 07:52
- Forum: Art & Modelling
- Topic: Ok.. time to redo the OTA textures.
- Replies: 46
- Views: 13779
- 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...
- 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...
- 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...
- 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...
- 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...
- 19 Jun 2005, 09:02
- Forum: Help & Bugs
- Topic: System.Net.Sockets.SocketException
- Replies: 11
- Views: 1468
- 19 Jun 2005, 06:51
- Forum: Help & Bugs
- Topic: System.Net.Sockets.SocketException
- Replies: 11
- Views: 1468
- 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...
- 17 Jun 2005, 04:45
- Forum: Map Creation
- Topic: Earth : Eternal Struggle, a 32x32 map.
- Replies: 26
- Views: 4188
- 17 Jun 2005, 02:51
- Forum: Map Creation
- Topic: Earth : Eternal Struggle, a 32x32 map.
- Replies: 26
- Views: 4188
- 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...
- 16 Jun 2005, 22:21
- Forum: Map Creation
- Topic: Earth : Eternal Struggle, a 32x32 map.
- Replies: 26
- Views: 4188
- 16 Jun 2005, 10:02
- Forum: General Discussion
- Topic: Gravity not affecting ballistic range properly
- Replies: 23
- Views: 2492
- 16 Jun 2005, 09:57
- Forum: Map Creation
- Topic: Earth : Eternal Struggle, a 32x32 map.
- Replies: 26
- Views: 4188
- 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...
- 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...