Search found 185 matches
- 06 Feb 2018, 23:01
- Forum: Engine
- Topic: Assembling an sd7 from pool
- Replies: 5
- Views: 4045
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compressed 7z archive, and last time I checked Spring didn't support delta filtering in the LZMA SDK as it was using an outdated SDK version.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 ...
- 13 Dec 2015, 12:42
- Forum: XTA
- Topic: XTA repository relocation
- Replies: 27
- Views: 17014
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...
- 06 Apr 2015, 00:43
- Forum: XTA
- Topic: XTA repository relocation
- Replies: 27
- Views: 17014
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...
- 31 Dec 2013, 14:58
- Forum: XTA
- Topic: XTA unit restriction
- Replies: 15
- Views: 5522
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.
So it may happen that everything works fine for spring, but fails in unitsync. See unitsync.log for details, if there are any.
- 20 Sep 2013, 10:50
- Forum: XTA
- Topic: How to handle widget selection
- Replies: 65
- Views: 15197
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...
- 18 Sep 2013, 15:46
- Forum: XTA
- Topic: loadscreens
- Replies: 8
- Views: 2463
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.
- 12 Sep 2013, 00:51
- Forum: XTA
- Topic: feature request
- Replies: 1
- Views: 1183
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).
- 11 Sep 2013, 22:39
- Forum: XTA
- Topic: Issues with latest spring development version
- Replies: 4
- Views: 1890
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...
- 03 Sep 2013, 23:01
- Forum: Balanced Annihilation
- Topic: ARM Hammer Kbot firing glitch
- Replies: 4
- Views: 1757
Re: ARM Hammer Kbot firing glitch
Thanks for reporting, fixed in SVN.
- 25 Aug 2013, 18:09
- Forum: XTA
- Topic: Why is XTA slow (unplayable)?
- Replies: 22
- Views: 5827
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...
- 25 Aug 2013, 16:09
- Forum: XTA
- Topic: Why is XTA slow (unplayable)?
- Replies: 22
- Views: 5827
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...
- 29 Jul 2013, 00:16
- Forum: XTA
- Topic: Mission editor
- Replies: 4
- Views: 2261
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,...
- 14 Jul 2013, 23:12
- Forum: Engine
- Topic: Engine Testing - 94.1.1-693-g5717870 (13. Jul 2013)
- Replies: 19
- Views: 4180
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...
- 14 Jul 2013, 16:05
- Forum: Engine
- Topic: Engine Testing - 94.1.1-693-g5717870 (13. Jul 2013)
- Replies: 19
- Views: 4180
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 ...
- 09 Jul 2013, 11:57
- Forum: Engine
- Topic: Experimental mumble integration with springie
- Replies: 3
- Views: 1892
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.
- 09 Jul 2013, 11:41
- Forum: Game Development
- Topic: Advanced BA working
- Replies: 4
- Views: 1564
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...
- 17 Jun 2013, 23:30
- Forum: Balanced Annihilation Reloaded
- Topic: BA:R Arm models
- Replies: 133
- Views: 104879
Re: BA:R Arm models
Now I know what I'll be doing this summer. Giving a proper animation to those ships.
- 11 Jun 2013, 11:26
- Forum: Engine
- Topic: VS2010 compiling issues.
- Replies: 26
- Views: 5179
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.
- 27 May 2013, 14:46
- Forum: XTA
- Topic: Mission editor
- Replies: 4
- Views: 2261
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...
- 27 May 2013, 11:42
- Forum: XTA
- Topic: Cannon velocity
- Replies: 3
- Views: 1856
Re: Cannon velocity
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.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.