Search

Search found 185 matches

by Deadnight Warrior
07 Dec 2011, 01:28
Forum: XTA
Topic: Commander morph features
Replies: 20
Views: 7993

Re: Commander morph features

DNW I believe was watching this and when shift complained about it, DNW gave the response that Shift didn't know how to use it. Every time he encounters something he doesn't like in XTA he blames me: "...cause you're the dev, you can fix it". So this time I was just trolling him back. I i...
by Deadnight Warrior
25 Nov 2011, 22:01
Forum: XTA
Topic: Energy Conversion Info
Replies: 3
Views: 1677

Re: Energy Conversion Info

Any mouse button other than the left one can be used for draging the panel around. Use left button for setting the hover percentage (aka minimal energy left in pool below which MMs are off)
by Deadnight Warrior
22 Nov 2011, 21:04
Forum: XTA
Topic: Spy Kbots
Replies: 41
Views: 7390

Re: Spy Kbots

Would this satisfy you guys: Increased ARM Infiltrator cost to match CORE Parasite, cloak, moving cloak & stealth costs now 150/300/600 for Infiltrator, 125/275/550 for Parasite, Infiltrator LoS set to 375, Parasite 320 All other stats same as before. Final values are may be subject to change, b...
by Deadnight Warrior
16 Nov 2011, 20:18
Forum: XTA
Topic: Turning commander
Replies: 7
Views: 2113

Re: Turning commander

If you're reffering to commander's torso turn before taking action, that can be eliminated, but will look stupid. If you're reffering to commander walking towards the target just a few pixels, that means you wheren't close enough for it to commit action, and has to move into range. That also takes i...
by Deadnight Warrior
22 Oct 2011, 00:53
Forum: Engine
Topic: Engine Testing - 12. October 2011 (82.8.1-30-g5dbb98b)
Replies: 35
Views: 4971

Re: Engine Testing - 12. October 2011 (82.8.1-30-g5dbb98b)

I've notticed that laser cannons fade before reaching max range, while in 0.82.7 they even shot outside weapon range. Dunno if this is an attempt to fix lasers shooting outside weapon range, but now HLTs are shooting in void as the can't hit anything near max range. Even more pronounced if you use c...
by Deadnight Warrior
19 Oct 2011, 21:35
Forum: XTA
Topic: Wiki page
Replies: 7
Views: 1866

Re: Wiki page

you changed one word and it was still wrong :lol: SkittÔÇÖs Law Any post correcting an error in another post will contain at least one error itself Second DeMyer's Law Anyone who posts an argument on the internet which is largely quotations can be very safely ignored, and is deemed to have lost the...
by Deadnight Warrior
17 Oct 2011, 14:04
Forum: XTA
Topic: Wiki page
Replies: 7
Views: 1866

Re: Wiki page

Updated link to latest XTA stable, and fixed some of knorke's grammar. The section about XTA's "best looking graphics among Spring games" is a bit outdated as there are several games (EvoRTS, GundamRTS, ZK to name a few) which clearly have better graphics than XTA. ...and the one many play...
by Deadnight Warrior
27 Sep 2011, 00:40
Forum: XTA
Topic: alternate new xta version
Replies: 12
Views: 2949

Re: alternate new xta version

-removal of ridiculous idle com behaviour (srly who made that? :P) Ye rang? -addition of the new BA units (with new lua scripts) -cleansing the bloated lua-widget list -toning down some effects (maybe) Go for it. -raven damage nerf It's already too bloody innacurate (doesn't matter if in groups of ...
by Deadnight Warrior
19 Sep 2011, 12:48
Forum: XTA
Topic: issues noticed in 9.66
Replies: 7
Views: 1878

Re: issues noticed in 9.66

I don't want them to be hovers but ships instead. Or if they have to be hovers due to engine limitations, then they should be targetable by torpedos as their model center is below sea level (or very close to it as with other ships) and their collision volume is hittable by torpedos.
by Deadnight Warrior
19 Sep 2011, 11:22
Forum: XTA
Topic: issues noticed in 9.66
Replies: 7
Views: 1878

Re: issues noticed in 9.66

I'm well aware of all those issues, and have cleaned lots of excess unit categories, but not all. The excess unit categories must be manually cleaned (I already made a suggestion for unit categories over a month ago). The issue with movedefs isn't about wrong data in tags, but it rather the nature o...
by Deadnight Warrior
16 Sep 2011, 15:38
Forum: Engine
Topic: Compiling problems under Windows
Replies: 9
Views: 1181

Re: Compiling problems under Windows

I didn't mean you AF but the topic protagonist SDBryan. I'm currently working on new VCLibs for VS2008. If I manage to compile current master I'll ask someone with github access rights to upload them. Last time it was zerver and he's the one that most likely made the typo about VS2009. Since he uses...
by Deadnight Warrior
16 Sep 2011, 14:08
Forum: Engine
Topic: Compiling problems under Windows
Replies: 9
Views: 1181

Re: Compiling problems under Windows

The current vclibs for VS2008 are outdated, and I haven't made any new since over a year. The project files from VS9 folder are even older and if you read the Building Spring on Windows using VS2008 then you would know a bit more than you showed here. Mostly you need the latest GLEW, OpenAL, Boost (...
by Deadnight Warrior
14 Sep 2011, 17:09
Forum: XTA
Topic: SVN and bug tracker for XTA
Replies: 16
Views: 5121

Re: SVN and bug tracker for XTA

Personally I would go for Turtoise SVN and TRAC as both are very easy to use and I always preffer simplistic / spartan solutions over sleek design or rich feature set. We don't have that many XTA players and even less developers that we need to make many forks and merge stuff from various branches. ...
by Deadnight Warrior
09 Sep 2011, 21:35
Forum: XTA
Topic: What do people want for xta 9.67
Replies: 37
Views: 10932

Re: What do people want for xta 9.67

HLTs, LLTs, MTs are buildings but they have Fire orders as well. Any unit/building with weapons has them, it's an engine thing.

If you have a ready server go ahead and setup TRAC. It's both SVN and bug report site, like for BA http://imolarpg.dyndns.org/trac/balatest/
by Deadnight Warrior
09 Sep 2011, 19:57
Forum: Engine
Topic: Engine Testing - 6. September 2011 (0.82.3-3386-gefb020b)
Replies: 20
Views: 6318

Re: Engine Testing - 6. September 2011 (0.82.3-3386-gefb020b)

what doesn't work with LoadingMT=1 in spring single threaded? No it's not for ST it's for MT build. I had black terrain and units and lots of FBO errors/warnings which I posted in my first post. Even with LoadingMT turned off I still have problems with invisible S3O models in MT build. (zerver told...
by Deadnight Warrior
09 Sep 2011, 10:11
Forum: XTA
Topic: What do people want for xta 9.67
Replies: 37
Views: 10932

Re: What do people want for xta 9.67

Came to think of a better solution. How about making the minelayer to have to stockpile the mines before they can be laid? That would require some serious LUA faggotery I'm not willing to make. Minelayers are constructors, and mines are buildings. Therefore stockpiling is not an option. That way we...
by Deadnight Warrior
07 Sep 2011, 10:42
Forum: Engine
Topic: Engine Testing - 6. September 2011 (0.82.3-3386-gefb020b)
Replies: 20
Views: 6318

Re: Engine Testing - 6. September 2011 (0.82.3-3386-gefb020b)

For some reason unknown to me, HealthBars widget doesn't display any stats above units, no errors or warnings either. Ignore, seems to work on this testbuild, it didn't work on last one. Now when I recall where I've experienced shadows getting rendered through hills, it was on 0.83 testbuild when s...
by Deadnight Warrior
06 Sep 2011, 11:58
Forum: Engine
Topic: Engine Testing - 6. September 2011 (0.82.3-3386-gefb020b)
Replies: 20
Views: 6318

Re: Engine Testing - 6. September 2011 (0.82.3-3386-gefb020b)

I've already told zerver and Kloot about some errors I found in the last testbuild, but since they're present in this build also... Wake particles aren't rendered any more when you swich from dynamic water to any other. They work when you start the game in any other mode than dynamic. After the bug ...
by Deadnight Warrior
29 Aug 2011, 13:05
Forum: Balanced Annihilation
Topic: Balanced Annihilation 7.50
Replies: 147
Views: 31691

Re: Balanced Annihilation 7.50

The original KrogCrush weapon was quite unresonable. When I want to crush a beer can I have to stomp on it directly, not 10m away from it. If you looked at Krogoth walking through a sea of T1 units, you would nottice units exploding more than a Krogoth radius away from it. That's why I changed it fr...
by Deadnight Warrior
31 Jul 2011, 21:41
Forum: XTA
Topic: What do people want for xta 9.67
Replies: 37
Views: 10932

Re: What do people want to xta 9.666 (or 9.67 even)

So as of today I'm on a ~30 day vacation, and due to limited badnwidth I wont be able to upload a next XTA release. Therefore I've uploaded my 9.666 RC (changelog in the archive) so that anyone interested can edit it with other gadgets/widgets from Jools, knorke, ShineSmith or whome ever and make an...

Go to advanced search