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by Deadnight Warrior
06 Feb 2018, 23:01
Forum: Engine
Topic: Assembling an sd7 from pool
Replies: 5
Views: 3900

Re: Assembling an sd7 from pool

.. assembling somehow an sd7 from your pool folder? SD7 is a LZMA compressed 7z archive, and last time I checked Spring didn't support delta filtering in the LZMA SDK as it was using an outdated SDK version. If you use 7-zip newer than 9.x it will automaticaly apply delta filtering to PCM WAVs for ...
by Deadnight Warrior
13 Dec 2015, 12:42
Forum: XTA
Topic: XTA repository relocation
Replies: 27
Views: 16843

Re: XTA repository relocation

Look like the waiting paid off, as it seems that our entire commit history is preserved, an exporter feature that was bugged in the past. Thanks for the team invitation, though, I can't promise that I'll be active, if at all. Should I find time to work on XTA again, it will be updating it for compat...
by Deadnight Warrior
06 Apr 2015, 00:43
Forum: XTA
Topic: XTA repository relocation
Replies: 27
Views: 16843

XTA repository relocation

Since I can't catch up with all relevant people at the same time, if at all. I'd like to hear from other XTA devs where should our repository move to, since Google Code is getting shut down in August this year. The simplest option is the "Export to GitHub" button. But then it's no longer S...
by Deadnight Warrior
31 Dec 2013, 14:58
Forum: XTA
Topic: XTA unit restriction
Replies: 15
Views: 5441

Re: XTA unit restriction

Spring.exe and unitsync.dll don't have the same Spring.XXX functions available.
So it may happen that everything works fine for spring, but fails in unitsync. See unitsync.log for details, if there are any.
by Deadnight Warrior
20 Sep 2013, 10:50
Forum: XTA
Topic: How to handle widget selection
Replies: 65
Views: 14996

Re: How to handle widget selection

Knorke is spot on about many things here. Though I don't use hide commands to such extent to hide move/stop/etc. commands, only those that make no sense, like wait and repeat on resource storages. The default XTA UI has an option to select icon grid size (3x8, 4x9, 5x11) so I usualy use the 5x11 and...
by Deadnight Warrior
18 Sep 2013, 15:46
Forum: XTA
Topic: loadscreens
Replies: 8
Views: 2440

Re: loadscreens

The springsettings should be available during loading time, so a PlayLoadingMusic=1/0 in springsettings.cfg could be used to control that (ie. Spring.GetConfigInt(setting)). Same for other stuff, like rotating loadscreens, tips, etc.
by Deadnight Warrior
12 Sep 2013, 00:51
Forum: XTA
Topic: feature request
Replies: 1
Views: 1179

Re: feature request

Set your factories to "Passive" (aka click the 100% button to slow them down) as for the M makers, set your energy conversion hover ratio to lower value (in the tiny info window).
by Deadnight Warrior
11 Sep 2013, 22:39
Forum: XTA
Topic: Issues with latest spring development version
Replies: 4
Views: 1884

Re: Issues with latest spring development version

I'm already working on the warning spam with the dev version, but still can't clean them all. Every time you press "Stop" there's a warning that I can't pinpoint. - unit_buildspeed: spams Warning: [ReturnFalse] deprecated field on load and prevents construction from progressing. Fixed to r...
by Deadnight Warrior
03 Sep 2013, 23:01
Forum: Balanced Annihilation
Topic: ARM Hammer Kbot firing glitch
Replies: 4
Views: 1752

Re: ARM Hammer Kbot firing glitch

Thanks for reporting, fixed in SVN.
by Deadnight Warrior
25 Aug 2013, 18:09
Forum: XTA
Topic: Why is XTA slow (unplayable)?
Replies: 22
Views: 5791

Re: Why is XTA slow (unplayable)?

S44 does SetWatchWeapon for machineguns and Explosion() for each MG bullet (and there are more than shown, actual bullets are invisible and we emit tracers) without any issues. But you don't do Spring.PlaySound(...) on every gadget:ProjectileCreated(...) event do you? Which is exactly what local so...
by Deadnight Warrior
25 Aug 2013, 16:09
Forum: XTA
Topic: Why is XTA slow (unplayable)?
Replies: 22
Views: 5791

Re: Why is XTA slow (unplayable)?

Yes, that's the main finding. But I also found that you can double or triple the fps by disabling these widgets: - Healthbars - Ghost Radar - Ghost Site - Advanced playerslist (may be already fixed by dnw in svn version, needs testing) - RedUI Drawing - RedUI Framework - Build ETA (only relevant wh...
by Deadnight Warrior
29 Jul 2013, 00:16
Forum: XTA
Topic: Mission editor
Replies: 4
Views: 2255

Re: Mission editor

Some help would be nice! I was planing to write a tutorial on how to use the mission editor, but the interest wasn't big enough. In next posts I'll delve into details, but for now the basics. In order to use the mission editor, you need to copy it from XTA SVN , the one in game archive is outdated,...
by Deadnight Warrior
14 Jul 2013, 23:12
Forum: Engine
Topic: Engine Testing - 94.1.1-693-g5717870 (13. Jul 2013)
Replies: 19
Views: 4142

Re: Engine Testing - 94.1.1-693-g5717870 (13. Jul 2013)

shots fired from units without any sort of lua tweak should collide with the target. If i understood correctly this seems like a serious bug, better revert and let them collide, even if just for a bit longer. I was refering to LaserCannon weapons who had their range increased beyond maxRange specif...
by Deadnight Warrior
14 Jul 2013, 16:05
Forum: Engine
Topic: Engine Testing - 94.1.1-693-g5717870 (13. Jul 2013)
Replies: 19
Views: 4142

Re: Engine Testing - 94.1.1-693-g5717870 (13. Jul 2013)

{Laser, Emg}Projectile: disable all collision-testing when ttl <= 0 these projectile types could exceed their range due to fadeout and only removed themselves (deleteMe=true) when intensity or length reached 0, so without disabling coldet (checkCol=false) range-exploits were possible This makes it ...
by Deadnight Warrior
09 Jul 2013, 11:57
Forum: Engine
Topic: Experimental mumble integration with springie
Replies: 3
Views: 1878

Re: Experimental mumble integration with springie

Could you update Murmur to 1.2.4 in the process? Opus support would be greatly appreaciated to people with low bandwidth, like me.
by Deadnight Warrior
09 Jul 2013, 11:41
Forum: Game Development
Topic: Advanced BA working
Replies: 4
Views: 1548

Re: Advanced BA working

The reson I abandoned it are multiple. When BA underwent a large LUAification of it's definition files it became a problem to sync it all. Also I became the XTA main dev so I focused more on a game (which I prefer more over BA) that has a larger player base (compared to Adv. BA). Anything that's lef...
by Deadnight Warrior
17 Jun 2013, 23:30
Forum: Balanced Annihilation Reloaded
Topic: BA:R Arm models
Replies: 133
Views: 96064

Re: BA:R Arm models

Now I know what I'll be doing this summer. Giving a proper animation to those ships.
by Deadnight Warrior
11 Jun 2013, 11:26
Forum: Engine
Topic: VS2010 compiling issues.
Replies: 26
Views: 5138

Re: VS2010 compiling issues.

If you need working vclibs (static 1.53) for VS2010 gimme a call, I've created ones like two months ago and was able to compile develop branch, but ever since abma removed VC project files I haven't tried so. Since I didn't bother with cmake's vcproj generator.
by Deadnight Warrior
27 May 2013, 14:46
Forum: XTA
Topic: Mission editor
Replies: 4
Views: 2255

Re: Mission editor

I'll look into it, but in Spring dev build you can't spawn for Gaia via Spring.CreateUnit(...) it fails and you get nil as unitID. Same error is observed in knorke's Critter gadget. I also deliberately filtered out Gaia units and features as map features are counted as Gaia, so in order to avoid con...
by Deadnight Warrior
27 May 2013, 11:42
Forum: XTA
Topic: Cannon velocity
Replies: 3
Views: 1842

Re: Cannon velocity

Jools wrote:What I would like is actually the value it was before the whole my gravity concept was introduced, but not sure if that's possible.
Since it's all done via weaponDefs_post you can comment out the lines that modify it and look how it plays with original weaponDef values, as those where not changed.

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