Search found 37 matches
- 20 Nov 2008, 10:15
- Forum: Feature Requests
- Topic: Fog of War
- Replies: 71
- Views: 9392
Re: Fog of War
it doesn't take terrain into account because it's a grid of squares and I can't go around to modify each of those squares, as it's already too expensive to draw them being all generic (plus I wouldn't know how to do it :roll: ) but now that I remember (and checked), the squares are actually drawn on...
- 19 Nov 2008, 21:37
- Forum: Feature Requests
- Topic: Fog of War
- Replies: 71
- Views: 9392
Re: Fog of War
I was just asking if you were refering to that one... and I was asking because I actually did modify it. the Fog widget creates a (big) number of layers of 2-sided spheres with opacity, all around the camera (it's not really fog, and it does *not* take into account any unit's LOS, it's just an arbit...
- 18 Nov 2008, 14:31
- Forum: Feature Requests
- Topic: Fog of War
- Replies: 71
- Views: 9392
Re: Fog of War
you mean the one that draws fog around the camera (not really unit LOS) ?
- 17 Nov 2008, 21:14
- Forum: Feature Requests
- Topic: Fog of War
- Replies: 71
- Views: 9392
Re: Fog of War
so besides all the ranting, discussing, commenting and nonesense talking...
is there any official word about this? is it in the to-do list? if so how high/low on it? or just is it never going to be done?
is there any official word about this? is it in the to-do list? if so how high/low on it? or just is it never going to be done?
- 04 Nov 2008, 10:04
- Forum: Lua Scripts
- Topic: Why is there no Music Gadget with on/off dynamic with random
- Replies: 14
- Views: 2215
Re: Why is there no Music Gadget with on/off dynamic with random
nice!
hey perhaps you could release a version without the dynamic battle thingy, then with it once you figure it out
hey perhaps you could release a version without the dynamic battle thingy, then with it once you figure it out

- 29 Oct 2008, 10:55
- Forum: Feature Requests
- Topic: Fog of War
- Replies: 71
- Views: 9392
Re: Fog of War
Completely black area just rewards people who have remembered the map. It would make Spring worse. fine, then have it customizable to any color/alpha values you want. since when is this stuff all a yes/no black/white sort of thing in this game? also the fog of war would suck in anything other than ...
- 27 Oct 2008, 10:42
- Forum: Feature Requests
- Topic: Fog of War
- Replies: 71
- Views: 9392
Re: Fog of War
'Visualizer' currently just displays things as them are. wait, does that really mean the game's LOS is as crappy as the 'L' visualizer? actual LOS updating as slow as 'L' fog of war visualizer? because in my mod units will move a lot faster than what I've seen in other mods, and faster moving makes...
- 25 Oct 2008, 19:18
- Forum: Lua Scripts
- Topic: Stupid Lua Question- GLSL Shader Integration
- Replies: 33
- Views: 3785
Re: Stupid Lua Question- GLSL Shader Integration
1. I'm not talking about just covering it with a cubemap, that would look really horrible. I'm talking about using another texture, or the G value of a texture, to determine the amount of reflection that's possible, like we do now, which uses a cubemap Spring generates. Basically, I think that it w...
- 24 Oct 2008, 11:54
- Forum: Lua Scripts
- Topic: Stupid Lua Question- GLSL Shader Integration
- Replies: 33
- Views: 3785
Re: Stupid Lua Question- GLSL Shader Integration
uhm the effect seems subtle because to me the normalmap seems subtle, lots of straight angles in there. normalmapping makes the effect better with more curves and relief (seems to me it's a heightmap converted into a normalmap, while normalmaps always give a bigger/better effect when they come from ...
- 20 Oct 2008, 09:12
- Forum: Lua Scripts
- Topic: IceUI
- Replies: 611
- Views: 116395
Re: IceUI
That profile actually shouldn't change anything since r79. Test the following to see if the profile is read correctly: return { ["Active Windows"] = { Camera = false, }, } That should hide the little camera window. tried creating a new Profiles/current.lua with only that. it doesn't hide ...
- 18 Oct 2008, 23:04
- Forum: Feature Requests
- Topic: Fog of War
- Replies: 71
- Views: 9392
Re: Fog of War
here's another user wanting real fog of war "L" is off by default, and my mod wants it on by default changing the registry doesn't change a thing (still no shadows), plus pressing L turns everything into a horrible purple color, plus the slow updates make it even more weird so I wouldn't r...
- 17 Oct 2008, 20:22
- Forum: Feature Requests
- Topic: springlobby/tasclient - starting metal limit
- Replies: 14
- Views: 1659
Re: springlobby/tasclient - starting metal limit
What's the point of such huge starting values in your game? What would you lose if you just divided all values by 10 ? the point is that the values are like that for a reason. the most expensive building costs 8k and from there down to the cheapest one that costs only 500. then there's units costin...
- 17 Oct 2008, 14:59
- Forum: Feature Requests
- Topic: springlobby/tasclient - starting metal limit
- Replies: 14
- Views: 1659
Re: springlobby/tasclient - starting metal limit
yeah it's just what I was thinking now
either that or create an option set with a starting metal option that overrides it when the game starts
either that or create an option set with a starting metal option that overrides it when the game starts
- 17 Oct 2008, 10:11
- Forum: Feature Requests
- Topic: springlobby/tasclient - starting metal limit
- Replies: 14
- Views: 1659
springlobby/tasclient - starting metal limit
hello here's a request from me the game my mod's based on (Dark Reign), its resource usage is far bigger-scaled than regular Spring. Default starting metal on any MP game is usually 15k, which goes away quite fast too. Money games can start in the million, plus it's useful for mod testing so I'd lik...
- 16 Oct 2008, 17:40
- Forum: Lua Scripts
- Topic: IceUI
- Replies: 611
- Views: 116395
Re: IceUI
well just updated IceUI using the updater. same result as before, and the changelog says it's a release from the same date (had updated like a week ago) tried creating a blank current.lua on /profiles then just typed "return {}" (without quotes). no luck either maybe it is a problem with t...
- 16 Oct 2008, 09:04
- Forum: Lua Scripts
- Topic: IceUI
- Replies: 611
- Views: 116395
Re: IceUI
so is there any way to make IceUI remember sizes and positions at all?
- 13 Oct 2008, 15:13
- Forum: Lua Scripts
- Topic: IceUI
- Replies: 611
- Views: 116395
Re: IceUI
there's not. my profiles dir only came with a 1.72kb "en.lua" file which only has definitions like ["100000"] = "d" for every letter and symbol. besides that, IceUI never generates any config file or anyhthing, and so when I move stuff around, exit the game (shift+esc, ...
- 13 Oct 2008, 09:52
- Forum: Lua Scripts
- Topic: IceUI
- Replies: 611
- Views: 116395
Re: IceUI
question, why does my layout never get saved when I change positions/sizes/colors/etc in-game? and what about profiles? why do I never get one and how can I get one working? I don't want to have to modify each gadget's position manually (on every lua file) because I'd have to do it all over again ev...
- 07 Oct 2008, 09:15
- Forum: Feature Requests
- Topic: switching mouse buttons.
- Replies: 5
- Views: 745
Re: switching mouse buttons.
I think Pxtl is right. it's not about switching the left and right mouse buttons in everything, but using the left mouse button for selecting and doing actions while the right button would always be used to cancel the problem with this one is that doing the actions is like a sub-function that requir...
- 28 Sep 2008, 22:31
- Forum: Game Development
- Topic: Dark Reign mod. help wanted
- Replies: 44
- Views: 10474
Re: Dark Reign mod. help wanted
updated the main thread again. no new models today but I made a list of the features needed for this mod (became quite a long list once I realized it), and the amount of models I need to do as well (of which I already had a good idea about) so if anyone wants to help with any of the Lua features jus...