As you already wrote in your post... the problem is that there is a bible to begin with.
Someone who's new to this doesn't want to read a lot head on. There needs to be a very short guide that only explains the most important and common things.
Search found 24 matches
- 23 Mar 2009, 22:19
- Forum: General Discussion
- Topic: Hotkeys & More
- Replies: 15
- Views: 6103
- 23 Mar 2009, 22:09
- Forum: General Discussion
- Topic: Hotkeys & More
- Replies: 15
- Views: 6103
Re: Hotkeys & More
Thanks for the quick response. I think even a readme.txt file in the spring folder with your post will make a big difference for people downloading the game, and it will really be best if spring.exe had a real interface instead of just three select/return menus. After making a 3D RTS mod, making an ...
- 23 Mar 2009, 21:59
- Forum: General Discussion
- Topic: Hotkeys & More
- Replies: 15
- Views: 6103
Hotkeys & More
Hey guys, I played TASpring some time ago and decided to check it out again. I think overall this project is very cool, but there are many small things on the low level that hurt the success of this thing. Some of those things are not even necessarily "not in Spring", they're there but it'...
- 30 Oct 2008, 18:08
- Forum: Help & Bugs
- Topic: GameCam sync warning
- Replies: 2
- Views: 661
GameCam sync warning
I get the following message spammed once I turn on GameCam during a Spring game: Sync warning: FPUCW 0x027F instead of 0x003A or 0x003F ("CGame::Update") It doesn't look nice seeing this being spammed, is there a way to turn off the output text display? Of course, it would be ideal if this...
- 27 Oct 2008, 19:14
- Forum: Lua Scripts
- Topic: Auto First Build Facing
- Replies: 19
- Views: 3323
Re: Auto First Build Facing
Cool, I wanted something like that. Good job.
It would be nice if there was an arrow pointing out every time you build a building that produces units to make it more hands down obvious where it's facing.
It would be nice if there was an arrow pointing out every time you build a building that produces units to make it more hands down obvious where it's facing.
- 27 Oct 2008, 15:22
- Forum: Help & Bugs
- Topic: AI crashes game since 0.77b5
- Replies: 9
- Views: 1614
Re: AI crashes game since 0.77b5
Was there any reason for that interface change? I thought b5 was just a quick bugfix, AIs worked fine in b4. I just tried getting the AIs from the 0.77b5 installer file and they worked fine, woot, thanks for pointing that out. KAI(k) worked fine on BA6.5 although it was very... uh... not challenging...
- 26 Oct 2008, 18:56
- Forum: Help & Bugs
- Topic: AI crashes game since 0.77b5
- Replies: 9
- Views: 1614
Re: AI crashes game since 0.77b5
I know that Spring is designed for multiplayer, but I'm working on a mod and I want to be able to test my changes quickly in singleplayer, and when every single AI crashes the game this is simply impossible to do :/
- 24 Oct 2008, 23:09
- Forum: Help & Bugs
- Topic: AI crashes game since 0.77b5
- Replies: 9
- Views: 1614
AI crashes game since 0.77b5
I used to be able to play against AI fine, but ever since I updated to 0.77b5 trying to run the game against an AI fails. The map would load, but after clicking return the game crashes and I get the following error: ----- Incorrect GlobalAI library "J:\TASpring\AI\Bot-libs\KAIK-0.13.dll" (...
- 24 Oct 2008, 23:01
- Forum: Map Releases
- Topic: .: New Map :. Tikal Road
- Replies: 28
- Views: 9246
Re: .: New Map :. Tikal Road
Some people really like the grey :pZellSF wrote:Not to mention the moon/comet maps, grey, grey and more grey.
It looks great on your minimap when you press L and ;
- 22 Oct 2008, 14:56
- Forum: Map Releases
- Topic: Notocrypta v1.0 [1v1 map]
- Replies: 37
- Views: 4986
Re: Notocrypta v1.0 [1v1 map]
The whole point of this amount of mexes is to reduce porcing, as when someone porcs the other player can just expand all over the map and outeconomy him. It's only relatively easy to defend your initial location, which doesn't give you all the mexes you could have if you otherwise expanded.
- 21 Oct 2008, 03:19
- Forum: Map Releases
- Topic: Notocrypta v1.0 [1v1 map]
- Replies: 37
- Views: 4986
Re: Notocrypta v1.0 [1v1 map]
Wait what? Are you seriously going to only have 5 mexes after 10 minutes? I'd have over 10 mexes in 5 minutes on this... (on gamespeed 1.0, normally I play 2.0 so make that 2.5 minutes) This /is/ a 1v1 map, you have to be aggressive while expanding a lot, can't expect to slowly tech in the back on l...
- 21 Oct 2008, 02:26
- Forum: Map Releases
- Topic: Notocrypta v1.0 [1v1 map]
- Replies: 37
- Views: 4986
Re: Notocrypta v1.0 [1v1 map]
I'll upload the map once I get a satisfying version that people would like to play on. I want to hear more comments first. How comes 3.2 is too much? In Comet Catcher you get 2.3 per metal patch, 3.2 is a 40% increase from 2.3 which means that 5 points on my map give as much metal as 7 points on Com...
- 20 Oct 2008, 20:53
- Forum: Map Releases
- Topic: Notocrypta v1.0 [1v1 map]
- Replies: 37
- Views: 4986
Re: Notocrypta v1.0 [1v1 map]
http://kupax.com/files/4480_zu3rz/NMoon.PNG The map has been playtested and finalized; You can now download Version 2 (moon): [Download NotocryptaMoon.sd7] 12x12 Two main paths from one base to another, through surface and water. Each player's base breaks into four sections. Only one is highly expo...
- 20 Oct 2008, 19:32
- Forum: Map Releases
- Topic: Notocrypta v1.0 [1v1 map]
- Replies: 37
- Views: 4986
Re: Notocrypta v1.0 [1v1 map]
Wow, why didn't anybody tell me this earlier 
Damn, lol, thanks, I'll try that.

Damn, lol, thanks, I'll try that.
- 20 Oct 2008, 19:14
- Forum: Map Releases
- Topic: Notocrypta v1.0 [1v1 map]
- Replies: 37
- Views: 4986
Re: Notocrypta v1.0 [1v1 map]
I'd love to be able to make bigger maps but my PC simply cannot handle the BMP sizes that texture.bmp requires. It can barely go through creating a 6144x6144 one, creating one four times as big would fry my CPU.
- 20 Oct 2008, 18:36
- Forum: Map Releases
- Topic: Notocrypta v1.0 [1v1 map]
- Replies: 37
- Views: 4986
Re: Notocrypta v1.0 [1v1 map]
Started working on v.2, remapped some of the chokes, reduced the per-player metal count to 22 (from 34), added a water choke and a thin kbot choke. The way this is right now, it's impossible to hit metal extractors on one side with a guardian from the other side, they're too far out. http://kupax.co...
- 20 Oct 2008, 00:27
- Forum: Art & Modelling
- Topic: Revised GUI
- Replies: 58
- Views: 8462
Re: Revised GUI
How do you modify the structure of the menu like that? I know how to replace the graphics through fbi files but I don't know how to actually touch the menu's layout. I assume it's stored in some LUA files...?
- 19 Oct 2008, 15:05
- Forum: Art & Modelling
- Topic: Revised GUI
- Replies: 58
- Views: 8462
Re: Revised GUI
Oh? How would I go about doing that?Beherith wrote:You can remake the GUI independently from a mod, using Lua.
Also, what kind of uses do Wait and Maneuver have? What can they do that you can't do by simply manually controlling the unit's movement?
- 19 Oct 2008, 14:31
- Forum: Map Releases
- Topic: Notocrypta v1.0 [1v1 map]
- Replies: 37
- Views: 4986
Re: Notocrypta v1.0 [1v1 map]
It takes a little time to get guardian. By the time someone gets it the other player could already have taken map control over the further back areas where he won't be bothered by the Guardian's attack range. Nothing stops you from building in the back to begin with, plan ahead! That aside, the clos...
- 19 Oct 2008, 08:35
- Forum: Art & Modelling
- Topic: Revised GUI
- Replies: 58
- Views: 8462
Revised GUI
Am I the only one bothered by the current GUI that all Spring mods use? I want to have different GUI on the mods I'm using, but I don't really know how to mod a mod, so I'll just post a GUI suggestion: Before: http://img262.imageshack.us/img262/4223/guibeforexu0.png After: http://img135.imageshack.u...