Search found 21 matches
- 12 Apr 2006, 20:56
- Forum: Map Creation
- Topic: Broken Units as Features?
- Replies: 14
- Views: 1453
Broken Units as Features?
I thought that I would be neat to simulate a long term conflict by having the map start with broken units around it. In addition to small units there would be a few "major" features. A good example would be like a dead Krogoth or something big like a LRPC at the center of the map. This wou...
- 07 Apr 2006, 19:57
- Forum: Help & Bugs
- Topic: Connection "burp"?
- Replies: 6
- Views: 1223
No I can't host (I wish I could) because I don't have access the the network's firewall. However, it doesn' t happen every game. I have played some games in excess of an hour without encountering the problem at all. Also if I ever get it to pause it never happens again that game. I'm supprised this ...
- 07 Apr 2006, 07:22
- Forum: Help & Bugs
- Topic: Connection "burp"?
- Replies: 6
- Views: 1223
- 07 Apr 2006, 06:19
- Forum: Help & Bugs
- Topic: Connection "burp"?
- Replies: 6
- Views: 1223
Connection "burp"?
To begin: I'm running an AMD 64 3000+ With an ATI x800XT so my computer can handle TAspring EASY!! I'm connected through a university connection giving me up to T1 capability (normally slightly above cable). My Problem: Every once in a while, midway through a game, I stop being able to give orders. ...
- 06 Apr 2006, 21:53
- Forum: Art & Modelling
- Topic: Colorblind support?
- Replies: 17
- Views: 3917
- 05 Apr 2006, 09:29
- Forum: Art & Modelling
- Topic: Colorblind support?
- Replies: 17
- Views: 3917
Colorblind support?
I like a large portion of the male population (8%) am Red-Green colorblind. This means I can only distinguish reds from greens by their shade. This also makes me more sensitive to shades in order to compensate. The biggest problem that I have with spring is that a lot of the informative information ...
- 05 Apr 2006, 09:10
- Forum: Help & Bugs
- Topic: Player Connection Status
- Replies: 2
- Views: 688
- 05 Apr 2006, 09:06
- Forum: Help & Bugs
- Topic: Player Connection Status
- Replies: 2
- Views: 688
Player Connection Status
From what I've been told there is supposed to be a list of players and their connection status/CPU usage in the bottom right corner of the game while playing. In the form of their names in a specific color, and a percentage. This isn't there on my game and I never has been. I even tried re-installin...
- 12 Nov 2005, 21:45
- Forum: Engine
- Topic: Raise/Lower Terrain?
- Replies: 15
- Views: 5242
- 12 Nov 2005, 21:26
- Forum: Engine
- Topic: Raise/Lower Terrain?
- Replies: 15
- Views: 5242
- 12 Nov 2005, 20:51
- Forum: Engine
- Topic: Raise/Lower Terrain?
- Replies: 15
- Views: 5242
Raise/Lower Terrain?
I was wondering if it's possible to make a unit change the terrain other than restoring it? I think it would be cool to be able to raise the terrain to build a land-bridge across a river, create a bay to protect harbors from subs, or build a gun island right off an enemy's coast. Additionally diggin...
- 25 Aug 2005, 01:18
- Forum: General Discussion
- Topic: BitTorrent File Protocol
- Replies: 6
- Views: 1654
BitTorrent File Protocol
While I like the idea of using bitTorrent for map downloads/updates, I hope that the spring community doesn't go entirely to this method. I myself (and I would bet many other members too) am at a university where BitTorrent is blocked. Therefore any BitTorrent content is entirely out of my reach. So...
- 02 Aug 2005, 04:55
- Forum: Game Development
- Topic: "Canbuild" Editor?
- Replies: 4
- Views: 1811
- 01 Aug 2005, 22:08
- Forum: Game Development
- Topic: "Canbuild" Editor?
- Replies: 4
- Views: 1811
"Canbuild" Editor?
I know it's lazy... Does anyone have/know of a program to modify the canbuild data in the sidedata.tdf file easily. As of now I have to determine the unit's name and the name of the units I want to have build it which can become tedious. I remember that TACC (TA:conflict crusher) had a build menu ed...
- 01 Aug 2005, 20:41
- Forum: Art & Modelling
- Topic: Art request: Scar marks
- Replies: 59
- Views: 14440
- 31 Jul 2005, 23:21
- Forum: Game Development
- Topic: Wind Power based on elevation?
- Replies: 30
- Views: 6031
I think OTA did it only by the map (so high maps had a global high power). Costal is a good point, but I think it would be much harder to implement. I think elevation would be the easiest becasue the engine already knows that data. If anyone knows how to set this up GREAT, just post it when you're d...
- 31 Jul 2005, 21:39
- Forum: Game Development
- Topic: Wind Power based on elevation?
- Replies: 30
- Views: 6031
Wind Power based on elevation?
Is there a way to make wind power plants generate more power at higher elevations? (becasue wind speed is normally higher on the tops of hills) I was thinking of some kind of multiplier applied to the global wind based on the elevation map. I just thought it would add an extra little element of stra...
- 31 Jul 2005, 21:31
- Forum: Game Development
- Topic: Unit's camera height?
- Replies: 12
- Views: 3003
- 31 Jul 2005, 21:02
- Forum: Game Development
- Topic: Unit's camera height?
- Replies: 12
- Views: 3003
So if I understand you correctly, you are saying that the calculations are based on the emitter of the weapon (IE the point on the model that the missile is fired from). So even if the internal camera is low, as long as the weapon emitter is high the weapon will automatically target correctly? Becau...
- 31 Jul 2005, 20:10
- Forum: Game Development
- Topic: Unit's camera height?
- Replies: 12
- Views: 3003
Unit's camera height?
I've been messing around with custom units and I was wondering what determines the height of the units "camera." By this I mean how do I set how high off the ground the unit's line of sight calculations are made from. I ask because I have a turret that can shoot a decent range, but it won├...