Hi,
I probably just missed it, but is there a way to define completely custom keys for the build gesture menu?
I am learning some alternative keyboardlayout (neo2) and the keys for the circle menu are, well, spread over the keyboard, without the logic they have for qwert[zy].
greetings
Search found 7 matches
- 24 Aug 2010, 21:11
- Forum: Zero-K
- Topic: Gesture menu with different keyboard layouts
- Replies: 19
- Views: 4025
- 22 Aug 2010, 20:41
- Forum: Zero-K
- Topic: Boost Rushing
- Replies: 95
- Views: 15777
Re: Boost Rushing
If you want to be really fancy, you could somehow limit a mobile comm to a small area. Say the comm is 2-parts - an unarmed, non-building tower and a slow gunship that refuses any orders outside of a fixed radius from the tower - it's tethered by an energy-beam. You can build more towers (comm pylo...
- 15 Aug 2010, 13:16
- Forum: News
- Topic: Spring 0.82.3 hot fix release
- Replies: 42
- Views: 19304
Re: Spring 0.82.3 hot fix release
The mid-game rejoin feature of 0.82.3 is awesome, it saved my day :). However, it would be nice to perform the roll-forward of the gamestate at the client without or with much less visual output than currently to improve performance (although I don't know how much improvement it would actually yield...
- 14 Aug 2010, 01:18
- Forum: News
- Topic: Spring 0.82.3 hot fix release
- Replies: 42
- Views: 19304
Re: Spring 0.82.3 hot fix release
I have a strange problem for full-screen, the image is show just on about 80% of screen (so, I have an empty band on top of the screen). I have the same problem. Proprietary nvidia drivers with geforce 7600, 1280x1024 resolution, single screen mode. And there is an issue with the dualscreen mode (o...
- 31 Jul 2010, 21:08
- Forum: News
- Topic: Release candidate: Spring 0.82.0
- Replies: 25
- Views: 16095
Re: Release candidate: Spring 0.82.0
I googled and everything. I tried to use the game_spawn.lua hack. Is there any way to use the old game mods (not supporting the "Engine wont spawn starting units change" yet)? Or are there at least recent versions of NOTA or Complete Annihilation which are capable of dealing with this? gre...
- 26 Apr 2010, 19:52
- Forum: AI
- Topic: The Spring Interface
- Replies: 7
- Views: 1241
Re: The Spring Interface
Thanks for the link. I just had a short look into it, trying to trace which interface you actually use to communicate with the engine, and it seems to be SSkirmishAICallback.h again, am I right? Which is, what, from what I have seen, is used by RAI too So your code is "just" a wrapper a...
- 26 Apr 2010, 19:28
- Forum: AI
- Topic: The Spring Interface
- Replies: 7
- Views: 1241
The Spring Interface
Hi all, Well, I'm new. You'll see that I guess, but I thought I should mention it anyways ;). I used Spring for some time to play now, and I got curious about developing an AI for it. Not that I would have much (or any) experience about writing AIs, but I thought, I would just try and see what happe...