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by raaar
09 Jun 2018, 18:29
Forum: Community Blog
Topic: [engine] 6000 bug reports
Replies: 8
Views: 292

Re: [engine] 6000 bug reports

A note about closed issues. It's annoying that people cannot add comments on them without reopening.
by raaar
31 May 2018, 21:30
Forum: Map Releases
Topic: Highway 95
Replies: 5
Views: 365

Re: Highway 95

2018/05/31 ------------------ NOTES v4 ----------------------

- modified the center marble-like pattern to look more varied

- use "noisier" detail texture
by raaar
31 May 2018, 07:01
Forum: Balanced Annihilation
Topic: Weird bounce
Replies: 18
Views: 563

Re: Weird bounce

you've likely tried to use line formation on a far-away destination. The engine should do some sort of check and have the units follow parallel paths instead of reusing the same path which forces them to converge and bump into each other. You may also increase the footprints on the movedefs to make ...
by raaar
27 May 2018, 23:52
Forum: Help & Bugs
Topic: https://springfiles.com/ is compromised?
Replies: 9
Views: 338

Re: https://springfiles.com/ is compromised?

!

I saw the above page too. It shows a popup.

Image

it's the second time today, but in the meantime I used the site just fine.
by raaar
27 May 2018, 22:08
Forum: Metal Factions
Topic: Metal Factions
Replies: 147
Views: 20106

Re: Metal Factions

New version out! same links as before 2018/05/27 ------------------ NOTES v0.996 ---------------------- --- balance / mechanics - units with weapons with an AOE edge effectiveness boosts got a bit cheaper (5-10% cost reduction on GEAR Grenado, CLAW Nucleus, Massacre and Mega, and AVEN Stasis and Tsu...
by raaar
27 May 2018, 16:59
Forum: Game Development
Topic: Is it possible to have linear edgeeffectiveness?
Replies: 9
Views: 249

Re: Is it possible to have linear edgeeffectiveness?

so that means, if one uses edge effectiveness=0.5, in practice a unit caught halfway between from the blastpoint and the blast radius will receive about 0.6*dmg instead of 0.5*dmg (edge effectiveness=0).
by raaar
26 May 2018, 14:40
Forum: Game Development
Topic: Is it possible to have linear edgeeffectiveness?
Replies: 9
Views: 249

Re: Is it possible to have linear edgeeffectiveness?

if we set edge effectiveness to 0.5, shouldn't the damage drop off linearly from 100% to 50% along the blast radius?
by raaar
21 May 2018, 04:50
Forum: Map Releases
Topic: The Hole
Replies: 2
Views: 258

Re: The Hole

2018/05/21 ------------------ NOTES v3 ----------------------

- units, features and projectiles that fall into the hole are removed from the game

- made the map a bit lighter (lighter general fog, but with dark layer for the hole)

- added ZK min wind multiplier (0.3-0.4)
by raaar
20 May 2018, 23:49
Forum: Map Releases
Topic: Sky Fortress Sigma
Replies: 1
Views: 189

Re: Sky Fortress Sigma

i've made a new version 2018/05/12 ------------------ NOTES v2 ---------------------- - made n/s/e/w platforms wider and moved the metal spot slightly away from the edges - reduced the height of the center walls to avoid disrupting air-ground interactions too much - added start boxes for ZK - added ...
by raaar
20 May 2018, 21:25
Forum: Map Releases
Topic: Highway 95
Replies: 5
Views: 365

Re: Highway 95

2018/05/20 ------------------ NOTES v3 ---------------------- - remade metal spot positioning to incentivize players to move along the road instead of trying to rush the corners - added a lower ground area to make the south side landscape more interesting - added min wind multiplier for ZK to slight...
by raaar
06 May 2018, 00:03
Forum: Map Releases
Topic: Sky Fortress Sigma
Replies: 1
Views: 189

Sky Fortress Sigma

Sky Fortress Sigma 12x12 map. For 1v1 and small team games. (version v2) Units, features and projectiles that fall through the fog are removed from the game. In-game screenshot https://springfiles.com/sites/default/files/images/spring/spring-maps/skyfortresssigma-v2_mini.png minimap https://springfi...
by raaar
27 Apr 2018, 02:30
Forum: Metal Factions
Topic: Metal Factions
Replies: 147
Views: 20106

Re: Metal Factions

No, but it has a boxy body, and has the GEAR logo with two cogs in the belly.

gear_box.jpg
box
gear_box.jpg (83.75 KiB) Viewed 157 times
by raaar
26 Apr 2018, 22:45
Forum: Metal Factions
Topic: Metal Factions
Replies: 147
Views: 20106

Re: Metal Factions

New version out! same links as before 2018/04/26 ------------------ NOTES v0.995 ---------------------- - fixed warnings that showed up when building SPHERE geothermal powerplant - fix issue with name not appearing over AI players' commanders - fixed issue which caused flying spheres and some aircra...
by raaar
25 Apr 2018, 01:32
Forum: Off Topic Discussion
Topic: This thing dead or what
Replies: 14
Views: 767

Re: This thing dead or what

Also other games are still being developed, even if they have no apparent player base, like metal factions
by raaar
25 Apr 2018, 01:14
Forum: Metal Factions
Topic: Metal Factions
Replies: 147
Views: 20106

Re: Metal Factions

New version out! Grab it NOW! here . Also available through the "metalfactions:stable" rapid tag, and by joining the nebula game rooms on the official server. GEAR Land mines https://springrts.com/phpbb/download/file.php?id=10404 GEAR Luminator https://springrts.com/phpbb/download/file.php...
by raaar
07 Apr 2018, 23:24
Forum: SpringLobby Client
Topic: SpringLobby battlelist improvements
Replies: 36
Views: 1039

Re: SpringLobby battlelist improvements

why be stubborn about the host name? just keep it.

- it's short
- it's the only unique field

and there are probably ways to ajust the font size of specific UI items, it shouldn't be complicated.
by raaar
07 Apr 2018, 17:18
Forum: SpringLobby Client
Topic: SpringLobby battlelist improvements
Replies: 36
Views: 1039

Re: SpringLobby battlelist improvements

More space could be freed by reducing the font size slightly on some (or all) columns.
by raaar
07 Apr 2018, 16:44
Forum: SpringLobby Client
Topic: SpringLobby battlelist improvements
Replies: 36
Views: 1039

Re: SpringLobby battlelist improvements

The host name is not visible on the main table that screenshot.

It's the only unique identifier for the battle rooms and it's also short, it should be visible.

People shouldn't have to click each row to figure out which is which.
by raaar
29 Mar 2018, 07:19
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 18
Views: 695

Re: Faking steep cliffs

all-terrain unit behavior would also seem weird even if the features are passable (unless they nearly perfectly hug the terrain) I thought about using features to fake building walls (with windows,etc.) for city maps where you could walk or build on rooftops. For garrisonable building blocks, some o...
by raaar
13 Mar 2018, 02:57
Forum: Help & Bugs
Topic: PLZ HELP fix this behavior
Replies: 21
Views: 1124

Re: PLZ HELP fix this behavior

I agree with OP and complained about this in the past too. This is an engine fail. It makes spring engine physics look broken. Such fails also happen for land units when turning near impassable terrain. If something causes a unit to move slighty into impassable terrain, it should gently slide back t...

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