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by Deadnight Warrior
22 May 2012, 00:32
Forum: XTA
Topic: Todo list for next XTA dev
Replies: 11
Views: 5107

Re: Todo list for next XTA dev

I have no idea where you're looking, last commit to XTA repo was on 15.5.2012 so it's not dead for sure. SVN changes

Someone started a XTA repo long ago but never did anything but use up the project name, you can find it on http://code.google.com/p/xtaspring/ but it's empty.
by Deadnight Warrior
21 May 2012, 22:54
Forum: XTA
Topic: Todo list for next XTA dev
Replies: 11
Views: 5107

Re: Todo list for next XTA dev

forest_devil wrote:where should i post patches. had too many conflicting answers and dead repos as answers
Did you look at the sticky topic?

There are 2 repositories, one for "official" XTA
And one for Ray's fork of XTA

Depending for which one you want to post patches.
by Deadnight Warrior
30 Apr 2012, 13:39
Forum: Engine
Topic: Python S3O module and optimizer
Replies: 48
Views: 6612

Re: Python S3O module and optimizer

I tried it on XTA, since it uses Mr D's core vehicle models, and the result was only 2 or 3 files out of ~20 got optimized. When I tested the performance of those optimized units, there was no FPS gain and I was even sure that in case of CORE Cloakable fusion power plant I saw a FPS reduction.
by Deadnight Warrior
20 Apr 2012, 19:50
Forum: XTA
Topic: Todo list for next xta
Replies: 18
Views: 6233

Re: Todo list for next xta

D-Gun is far to bass heavy, always bugged me, and my room m8s :? This is a 2 line fix, personally I never found it too loud or too bass heavy. Under attack sound drives me fucking nuts. Too load, all too frequent, and frankly a little embarrassing at times. Yeah I get annoyed as well, IIRC there's ...
by Deadnight Warrior
20 Apr 2012, 07:54
Forum: Help & Bugs
Topic: Compiling With Visual Studio
Replies: 7
Views: 1137

Re: Compiling With Visual Studio

I can't say about the latest develop branch as I haven't compiled Spring in like 3 weeks, but the version from around end of march also had those ENTER_SYNCED_CODE(); and LEAVE_SYNCED_CODE(); in Game.cpp ("Release with Error catching" configuration, aka the default release build) VS2008 co...
by Deadnight Warrior
01 Apr 2012, 19:51
Forum: Engine
Topic: changing yardmaps (possibly backward compatibility breaking)
Replies: 42
Views: 2933

Re: changing yardmaps (possibly backward compatibility breaking)

With zero descriptions. You see a yardmap tag. You understand that yardmaps are blocking maps. You know nothing of what the letters mean. If you interested in making game content for Spring and encounter something you don't recognize, you consult with the docs. The most commonly used syntax in prog...
by Deadnight Warrior
26 Mar 2012, 23:39
Forum: Balanced Annihilation
Topic: BA Chicken Defense 2.39 for BA 7.68
Replies: 4
Views: 1027

Re: BA Chicken Defense 2.39 for BA 7.68

That's a pseudo-fix, for a proper solution see BA Chicken Defense repository. If you use a SVN client you can get the latest test version from there, and make releases as needed.
by Deadnight Warrior
23 Mar 2012, 11:47
Forum: Help & Bugs
Topic: Speed upgrade bug: unit speed gets reset to maxVelocity
Replies: 4
Views: 960

Re: Speed upgrade bug: unit speed gets reset to maxVelocity

When I initialy reported that bug I was not able to set unit's speed over the maxVelocity specified in UnitDefs. So I had to make a workaround as Google_Frog suggested, it worked, till 87.0. Now it behaves as zwzsg reported and my game is yet again broken due to inability to permanently change a uni...
by Deadnight Warrior
05 Mar 2012, 18:33
Forum: XTA
Topic: Merging comms
Replies: 15
Views: 3477

Re: Merging comms

Autoupgrade vs manual upgrade could be user selectable in-game, just I'm not really interested into digging through LUA of other games to find the right one nor writing one myself (it's generally the same thing as faction select in BA, ZK variant uses some communication to PlanetWars server) Wouldnt...
by Deadnight Warrior
26 Feb 2012, 22:40
Forum: Lua Scripts
Topic: Help With Changing Button Names
Replies: 7
Views: 813

Re: Help With Changing Button Names

XTA version of morph gadget allows you to name your morph button anyway you like and associate any texture you want with it (borrowed some code from The Cursed and added some of my own). Just look into the gadget config file for details. You'll just have to remove "Stop" if you don't want...
by Deadnight Warrior
17 Feb 2012, 21:27
Forum: Game Development
Topic: How to make a ballistic weapon arc just a little
Replies: 22
Views: 3064

Re: How to make a ballistic weapon arc just a little

Getting ballistic weapons to fire exactly (well, so long as map gravity is ~120) at 45 degrees at their maximum range is easy btw. local GRAVITY = 120 for weapName in pairs(WeaponDefs) do if WeaponDefs[weapName].customparams then if WeaponDefs[weapName].customparams.howitzer then WeaponDefs[weapNam...
by Deadnight Warrior
15 Feb 2012, 21:53
Forum: Game Development
Topic: Per piece collision volumes issues
Replies: 5
Views: 1340

Re: Per piece collision volumes issues

Usually you don't need collision volumes for each and every piece, as many overlap.
A good tutorail about collision volumes is on the spring wiki, and a simple but effective way to customize collision volumes is with the Dynamic Collision Volume gadget (don't forget the CV config file).
by Deadnight Warrior
14 Feb 2012, 23:00
Forum: Feature Requests
Topic: Weapons vs features (collision detection and aoe)
Replies: 1
Views: 691

Re: Weapons vs features (collision detection and aoe)

This is a well known fact that I've described a month ago.
And Kloot probably know about it even longer.
It's the way AoE system was implemented on features (aka flawed logic).
by Deadnight Warrior
30 Jan 2012, 23:47
Forum: Balanced Annihilation
Topic: Bug? Carriers assist building now
Replies: 16
Views: 1784

Re: Bug? Carriers assist building now

Edit: whoops, deadnight warrior already fixed it in svn :D Thanks Deadnight! Whoops! He didn't actually fix it... I'll try to be more exact with commit description next time. Should have been "Don't treat repair pads as factories (BuildBar widget)" Does BA have anyone who will actually ta...
by Deadnight Warrior
17 Jan 2012, 20:40
Forum: Balanced Annihilation
Topic: T2 core plasma canon (punisher ?) is invulnerable
Replies: 5
Views: 1205

Re: T2 core plasma canon (punisher ?) is invulnerable

Both BeamLaser and LightningCannon weapons can't damage units that use per-piece collision volumes, this is fixed for next engine release. Interestingly LaserCannon works fine (as it fires a projectile and not a beam) Also, any weapon that has AoE < feature collision volume radius, can't damage it, ...
by Deadnight Warrior
02 Jan 2012, 20:29
Forum: Game Development
Topic: ToolBox
Replies: 62
Views: 14278

Re: ToolBox

knorke, Spring.GetFeatureCollisionVolumeData exists, check the dynamic collision volume gadget in XTA or BA. It was added in 83.0 when I gave Kloot the engine patch, which he later finetuned.
by Deadnight Warrior
31 Dec 2011, 18:53
Forum: XTA
Topic: nexta
Replies: 64
Views: 19421

Re: nexta

Was the upgrade after satellite com added in a recent version? Babbles ment autoupgradable com's that get either a sniper rifle or sumo laser @ 1.2/1.4 XP. Details here I rearanged those weapons a bit, now satellite strike is the last weapon in the bunch and it's a lot more accurate and does less d...
by Deadnight Warrior
30 Dec 2011, 21:08
Forum: Game Development
Topic: Units Customization
Replies: 8
Views: 857

Re: Units Customization

It's not that new, started roughly 2 months ago, but if you want to test it download YAAG (Yet Another Annihilation Game).
by Deadnight Warrior
30 Dec 2011, 21:07
Forum: Game Development
Topic: Stupid weapon range issues
Replies: 8
Views: 935

Re: Stupid weapon range issues

In a proof-of-concept game I made I used if factory_buttons[factories[UnitDefs[factDefID].name]].turret_cmdDesc.params[curFactory.turret+2]:find("Radar",1,true) then Spring.SetUnitSensorRadius(unitID, "radar", Spring.GetUnitSensorRadius(unitID, "radar") * sensors) Sprin...
by Deadnight Warrior
10 Dec 2011, 19:55
Forum: XTA
Topic: XTA auhost (engine 84.f) (helium)
Replies: 10
Views: 3629

Re: XTA auhost (engine 84.f) (helium)

probally better to give password to DeadnightWarrior as he is maintainer. I already have it. Just I don't like using rapid as it only supports uploads of sdz, and XTA community doesn't use rapid. So a upload to springfiles in sd7 is a better choice for general distribution. In the case of XTA rapid...

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