Search

Search found 1756 matches

by Gnomre
03 Jun 2005, 22:09
Forum: Engine
Topic: New (modified, actually) in game GUI
Replies: 16
Views: 1936

It still boggles my mind how you guys could actually like the transparency... it just made things unreadable and got in the way more than it did its job... and the placement with the margins between the pieces of the GUI and the edge of the screen was just flat out annoying, especially with the mini...
by Gnomre
02 Jun 2005, 11:15
Forum: Engine
Topic: New (modified, actually) in game GUI
Replies: 16
Views: 1936

You're the only one I've encountered so far that liked your GUI :P Anyway, I'm horrible at writing my own code--I can modify bits and pieces and plug in very basic stuff, but that's about it. I never really learned enough C++ to do anything more than a commandline app that does some simple equations...
by Gnomre
01 Jun 2005, 23:34
Forum: Engine
Topic: New (modified, actually) in game GUI
Replies: 16
Views: 1936

New (modified, actually) in game GUI

Yeah, I hated the one you guys gave Spring, so I took it upon myself to go in the source and hunt down the offending elements. 1024x768 800x600 640x480 I only changed some colors and positioning, no fonts or font sizes. The elements shown in the screenshots are the only things I changed so far. I lo...
by Gnomre
01 Jun 2005, 22:11
Forum: Map Creation
Topic: Where can I get map4?
Replies: 4
Views: 876

...It's an official Spring map. Download the "Regular Installer".
by Gnomre
01 Jun 2005, 10:17
Forum: Map Creation
Topic: Mapconv dosent work...
Replies: 4
Views: 793

It's a commandline program. Open up a command prompt (start-->run-->type "cmd", then type this in the prompt:

cd "C:\path\to\mapconv\"

After that, type "mapconv -h" (or is it mapconv -help? or mapconv /? ? Something to that effect) and it'll give you the details.
by Gnomre
01 Jun 2005, 01:10
Forum: Map Releases
Topic: NEW MAP: Two Hills
Replies: 25
Views: 2641

Yeah, it will still work.
by Gnomre
31 May 2005, 23:15
Forum: Game Development
Topic: TA:K
Replies: 5
Views: 1652

Feel free to upload them, or if they're bigger than 10 MB, send me a PM...
by Gnomre
31 May 2005, 22:58
Forum: Map Creation
Topic: Map making Rig...
Replies: 19
Views: 1808

Don't you dare disrespect the Turtle Power, bitches. :)
by Gnomre
31 May 2005, 10:35
Forum: Map Creation
Topic: Map making Rig...
Replies: 19
Views: 1808

by Gnomre
31 May 2005, 07:55
Forum: General Discussion
Topic: New AI: The 'Un-cheating' cheating 'bot
Replies: 6
Views: 845

A four minute delay before it even sends Weasels? I'll take a nap while it warms up... well, wait, it never really does. Seriously though, playing the Cavedog AI would be more interesting and challenging...
by Gnomre
30 May 2005, 22:07
Forum: Help & Bugs
Topic: 50b2 bugs
Replies: 12
Views: 1401

Thing is, I'm using zwzsg's OTA patch, not EvOTA, and the Warlord worked fine in previous versions...
by Gnomre
30 May 2005, 12:40
Forum: General Discussion
Topic: First "AI": The Slinky AI
Replies: 7
Views: 1738

"Random enemies"
by Gnomre
30 May 2005, 06:15
Forum: Help & Bugs
Topic: 50b2 bugs
Replies: 12
Views: 1401

50b2 bugs

These are just the ones I noticed in my game while testing the "AI" I released in the other forum: The Warlord's turrets are now inverted. Artillery fires from the laser turret, lasers from the artillery turret. They both work fine technically, but it looks really odd. It didn't do this in prior ver...
by Gnomre
30 May 2005, 05:57
Forum: General Discussion
Topic: First "AI": The Slinky AI
Replies: 7
Views: 1738

First "AI": The Slinky AI

Slinky AI is designed for use with Spring in OTA mode (either zwzsg's OTA patch, or the EvOTA mod). It will attack you hard, soon, and constantly with increasingly stronger units. This AI will only work on land maps currently, and it is best if the AI has a direct path to your base (though it could ...
by Gnomre
30 May 2005, 00:54
Forum: Engine
Topic: random enemies script
Replies: 23
Views: 2688

Ahhh, thanks. :)
by Gnomre
30 May 2005, 00:33
Forum: Engine
Topic: random enemies script
Replies: 23
Views: 2688

Now that we have this officially released, the question must be asked: What do the numbers mean inside spawn.txt? At first, I assumed they were time limits, where the engine would wait to spawn that particular unit until the given number of seconds had passed. After playing once, though, I found thi...
by Gnomre
29 May 2005, 08:27
Forum: General Discussion
Topic: Free, licenseless mods?
Replies: 63
Views: 5001

One race alone doesn't give the kind of motivation two different races gives... it's fun to bring alliances into the game!!
by Gnomre
29 May 2005, 04:47
Forum: General Discussion
Topic: Free, licenseless mods?
Replies: 63
Views: 5001

I say just get a few of the TA races like rumad and TLL, cut out all the crap and have someone with a sense of balance go through and put them together...

Go to advanced search