Search

Search found 2928 matches

by aGorm
21 Nov 2011, 15:16
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

OK, thanks with the help, I've got it checking now and I get no more errors. Now however I'm stuck with a slightly different but related problem. http://springrts.com/phpbb/download/file.php?mode=view&id=6689&sid=3d812a1dfd52ad08309f7d7c7a8df5c2 The move def means it can go down the side of these cl...
by aGorm
18 Nov 2011, 23:17
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

OK, so that makes a lot of sense (obviosly if the cliff height is large than the track length one divided by the other will be more than 1, should have noticed that) So question is... is there a usefull way to set the number to 1 or -1 that doesn't require 2 if statments for each wheel (as I assume ...
by aGorm
18 Nov 2011, 18:41
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

double post... http://pastebin.com/zu1Q2X0a When I get near very steep cliffs, I get NAN errors on things like "BR_height"... which obviosly means everything else then errors. Anyone know why spring would return somthing like that? Or Is is because I'm doing somthing wrong? Do I need to have some ki...
by aGorm
18 Nov 2011, 17:21
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

bake normals!
? What do you mean ?
by aGorm
16 Nov 2011, 15:14
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

Cybertanks on the hills, one in deployed mode for missile launching. Not actully firing yet, but hopefully you can see why I'm happy.

Image
by aGorm
29 Oct 2011, 21:44
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 624165

Re: Random WIP

Wow, thast similar to what I was going to do for the cybernuts tech building... was thinking sort of rubixs cube that flotes above building... anyhow not why I was here. Been busy with RL so game is on a back burner, but have found time to finish the Cyber Floting Death Machine Which Can Also Transp...
by aGorm
14 Oct 2011, 15:36
Forum: Game Development
Topic: Suspension, questions on implamentation.
Replies: 1
Views: 385

Suspension, questions on implamentation.

Right, I'm adding my tank into the game. Easy right? Unfortunatly I can't just use a simple tank script as teh tank is to big and it would look crap to do so. So really I need suspension. http://springrts.com/phpbb/download/file.php?id=6588 As you can see each set of tracks is on an arm (two tracks ...
by aGorm
10 Oct 2011, 15:12
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

Image

Bam, just made the main base building for the cybernauts. Turrets are an upgrade (or will be, when I learn how to do such things...)

How hard are custom resources to add in, as I don't wanna copy TA.

aGorm
by aGorm
06 Oct 2011, 12:35
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 4312

Re: The aGorm can't code well Thread

Sorry, I fixed this but never thought to post back here... it was actully a lot more simple. Nothing was wrong with the code. It was just I had a back up of teh file in a subdirectory of units, not realising it would load up any file in a sub over the one in the root...

aGorm
by aGorm
29 Sep 2011, 15:07
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

If your offering I wouldn't say no... :-) what would be best though? I still need to model at least 4 more buildings for this side, and there's no bear stuff in, is it easier to just bake them all in one go at the end? Or dribs and drabs?
by aGorm
29 Sep 2011, 14:20
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

You know when you suddenly realise you've like... made a game. http://springrts.com/phpbb/download/file.php?mode=view&id=6534&sid=972f4e82d1f5b2c6642e9ac5e465d539 Of course... it looks like a game but at the moment it has no ballance, no special effects, no gui, no sounds, ... I think this could tak...
by aGorm
23 Sep 2011, 15:09
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 4312

Re: The aGorm can't code well Thread

Ok, so progress moves forward, and I've hit another problem. Namly, buildoptions = { "cyberfac", "cybergen", "cyberlord", }, For some reason this only gives me the build option to make the fac, not the gen or the lord. I know the lord should be buildable because the fac can build it and several othe...
by aGorm
22 Sep 2011, 11:00
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

While they will always be green in single player, missions, videos and art stuff, incorperating team colour sensibly with that green is... well it would just look arse imo. Plus now you can have bright pink cybernauts for psychological warfare! I had always intended to do it this way :-) and you can...
by aGorm
21 Sep 2011, 15:25
Forum: Art & Modelling
Topic: aGorm Mod Images
Replies: 122
Views: 28400

Re: aGorm Mod Images

Once upon a time I said I wouldn't post pics in this thread till I had something ingame...

Today is that day.

Image

aGorm
by aGorm
15 Sep 2011, 11:09
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 4312

Re: The aGorm can't code well Thread

Double post... [f=0005778] LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaGadgets/Gadgets/unit_script.lua"]:745: attempt to index field '?' (a nil value) stack traceback: [string "LuaGadgets/Gadgets/unit_script.lua"]:745: in function 'GameFrame' [string "LuaGadgets/gadgets.lua"]:936: in func...
by aGorm
13 Sep 2011, 15:54
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 4312

Re: The aGorm can't code well Thread

Ahh... I see, it's below were i'm calling it. Should relly have spotted that, thanks.
by aGorm
13 Sep 2011, 14:59
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 4312

Re: The aGorm can't code well Thread

Whats the difference between a local and not local function? function stoptimer () local function stoptimer () For some reason "StartThread (stoptimer)" is only working when it's not a local function, but thats a bit weird as other threads are in local functions and work fine when called that way. I...
by aGorm
13 Sep 2011, 14:29
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 4312

Re: The aGorm can't code well Thread

More hunting, it seems to do it every 470/1000's of a second. Regardless of teh speed of the unit, as long as it's below 1. Changing the brakerate/acceleration seems to have no effect... For now I'll just do a hack like Picassos, it will prob also solve the walk animation stoping when your changing ...
by aGorm
13 Sep 2011, 14:12
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 4312

Re: The aGorm can't code well Thread

OK, just did a test, if the speed is above 1, it works fine, if the speed is less, it stops and starts. It's not going over hills or anything, it's flat ground. Can someone with some knowledge of how the engine works weigh in with a reason why it would do something so stupid? I mean, I dont compleat...
by aGorm
12 Sep 2011, 15:07
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 4312

Re: The aGorm can't code well Thread

I was an idiot.... had changed the textures to dds, and forgot to go back though my s3o's and re name.... Now I have a very odd problem. I have to units, both using pretty much the same script. Both have a walk cycle that is identical (sharing teh same legs as they do). But for some reason I can't q...

Go to advanced search

cron