Oh noes!Beherith wrote:Everything looks like a dick if you are young and gay.
Search found 20 matches
- 20 Jul 2011, 15:59
- Forum: Balanced Annihilation
- Topic: BA model replacements
- Replies: 1290
- Views: 297681
Re: BA model replacements
- 20 Jul 2011, 10:51
- Forum: Balanced Annihilation
- Topic: BA model replacements
- Replies: 1290
- Views: 297681
Re: BA model replacements
i know this is gonna be really immature, but those subs look like dicks
- 27 Mar 2010, 07:24
- Forum: Game Development
- Topic: Using SVN with mod
- Replies: 8
- Views: 1469
Using SVN with mod
Hi all, i need some help a friend and i are using SVN to work on a mod, however when i create a game it says we are unsynced. we tested with dif. mods and they all work. were using the springignore.txt from CA and it is located in the mod folder. http://trac.caspring.org/browser/trunk/mods/ca/spring...
- 27 Mar 2010, 03:09
- Forum: Game Development
- Topic: Ignore Specific files in the spring directory
- Replies: 3
- Views: 678
- 27 Mar 2010, 01:35
- Forum: Game Development
- Topic: Ignore Specific files in the spring directory
- Replies: 3
- Views: 678
Ignore Specific files in the spring directory
How can I make it so that spring ignores specific folders.
in this case, how can i make it ignore .svn folders so that is passes the same mod checksum for testing.
in this case, how can i make it ignore .svn folders so that is passes the same mod checksum for testing.
- 26 Mar 2010, 01:58
- Forum: Game Development
- Topic: Reading Mod from a folder instead of an archive
- Replies: 2
- Views: 1560
- 26 Mar 2010, 01:55
- Forum: Game Development
- Topic: Reading Mod from a folder instead of an archive
- Replies: 2
- Views: 1560
Reading Mod from a folder instead of an archive
Is there anyway i can make the mod in a folder rather then an archive?
its just that it would be easier if i didnt have to zip it for every test!!!
ok thnx
its just that it would be easier if i didnt have to zip it for every test!!!
ok thnx
- 13 Jan 2010, 11:09
- Forum: Art & Modelling
- Topic: random PEEWEE model
- Replies: 14
- Views: 1946
Re: random PEEWEE model
did them megaman style xD
- 13 Jan 2010, 11:08
- Forum: Art & Modelling
- Topic: random PEEWEE model
- Replies: 14
- Views: 1946
random PEEWEE model
Hey guys, just made this random peewee model. If you like it, i might try to uv map it and texture it :S. (a first for me!). it clocks in at 204 faces. or 308 tri's (not really sure if they need to be tri's, but just in case, there it is) anyway's tell me what you think ^.^. http://img197.imageshack...
- 16 Oct 2009, 14:20
- Forum: Evolution RTS
- Topic: EvoRts, Sound stuff... aswell as balancing issues
- Replies: 22
- Views: 6639
Re: EvoRts, Sound stuff... aswell as balancing issues
Deal ;) Was poking around lua, it seems simple enough (more so then c++) i'm sure i dont know everything about it though. I always found the hardest part about learning any new language was learning all the functions. for c++ atleast, theres google ;). For spring... theres a bunch of wiki's with out...
- 16 Oct 2009, 11:43
- Forum: Evolution RTS
- Topic: EvoRts, Sound stuff... aswell as balancing issues
- Replies: 22
- Views: 6639
Re: EvoRts, Sound stuff... aswell as balancing issues
Hey, thanks for the speedy response. I think the sound issue is an engine bug (due to it occuring in another mod aswell) So you make the fabulous models?? awesome~!! i love how all the models fit the same style (unlike CA (but, its not there fault :)))!!!! just one little suggestion though, its very...
- 16 Oct 2009, 09:43
- Forum: Evolution RTS
- Topic: EvoRts, Sound stuff... aswell as balancing issues
- Replies: 22
- Views: 6639
EvoRts, Sound stuff... aswell as balancing issues
Ok, firstly. This mod PWNS~! but there are a few things that need a look at. ok, firstly sound... The sound volume is ludicrous, is it positional? i'm sitting at the start of the game exploring stuff, and i hear a deafening BANG! i freak out, look around and see nothing... turns out the explosion ca...
- 26 Jan 2009, 07:36
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81072
Re: RAI v0.601
lol your missing the boost libs for 1 thing
- 25 Jan 2009, 07:58
- Forum: Art & Modelling
- Topic: W.I.P AK
- Replies: 7
- Views: 1402
W.I.P AK
hey guys, heres my w.i.p AK
modeled off http://itchstudios.com/psg/ta/ta.htm
my first model ever

does it look ok??
face count is 430
modeled off http://itchstudios.com/psg/ta/ta.htm
my first model ever


does it look ok??
face count is 430
- 25 Jan 2009, 03:16
- Forum: Feature Requests
- Topic: Fix Nano Creation
- Replies: 4
- Views: 875
Re: Fix Nano Creation
i would like to think that by keeping it seperate, say your stalling on energy the metal part of the construction can still be created ^.^ and vice versa
- 23 Jan 2009, 06:47
- Forum: Engine
- Topic: Some Problems i forsee with Spring
- Replies: 30
- Views: 3146
Re: Some Problems i forsee with Spring
why? is it because mods would then have to update alot of stuff?
- 23 Jan 2009, 03:00
- Forum: Engine
- Topic: Some Problems i forsee with Spring
- Replies: 30
- Views: 3146
Re: Some Problems i forsee with Spring
i know c++ so i know what can be done; what i'm trying to get at is this. things like nano sprays, vreation of com and such should NOT been in the engine to begin with. fullstop. no "turning off" just leave them out and make them in lua. we want a SPRING engine not a TA engine otherthings ...
- 22 Jan 2009, 22:36
- Forum: Engine
- Topic: Some Problems i forsee with Spring
- Replies: 30
- Views: 3146
Some Problems i forsee with Spring
Hello, I love spring its such a great engine! well, what I really should be saying is "i love TA and all its colourful offspring" this is the main problem spring faces. The spring engine is nowhere near as flexible as it should be. The engine itself is designed to be TA. where infact this ...
- 22 Jan 2009, 22:04
- Forum: Feature Requests
- Topic: Fix Nano Creation
- Replies: 4
- Views: 875
Fix Nano Creation
Have seen this in a few topics really, there is an easy fix for getting rid of the multiple of 32 bug (over spending of resources). this will make spring more mod friendly, and just makes common sense right? (for both resources) give the build a target resource quota to fill divide resource allocate...
- 21 Jan 2009, 11:13
- Forum: Feature Requests
- Topic: Why can't Tanks go backwards?
- Replies: 37
- Views: 5774
Re: Why can't Tanks go backwards?
here's an idea that would be fairly easy to implement. if (time taken to turn) > (time taken to move to location backwards) move backwards else turn, move forwards this is a 4d algorithm that should be fairly easy time taken to turn can be based off the respective variable time taken to move is the ...