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by Chojin
02 Nov 2006, 22:01
Forum: Help & Bugs
Topic: metalmap/pathmap problem with ctrlpanel.lua
Replies: 5
Views: 309

Ahhh, thanks a lot, Trepan, works like a charm now :-) Now I just need to read through the other code in ctrlpanel.lua ;-) Is there any written doc/help about the functions that may be used in it? I am going to download spring's source tarball, but of course I would really appreciate any pointers yo...
by Chojin
02 Nov 2006, 17:55
Forum: Help & Bugs
Topic: metalmap/pathmap problem with ctrlpanel.lua
Replies: 5
Views: 309

metalmap/pathmap problem with ctrlpanel.lua

I have been trying the ctrlpanels from: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7449 I'd like to use these panels or maybe even modify them a bit. But I ran into this problem: When placing a metal extractor the view is changed to metalmap . On a few maps I do like to change the view to pat...
by Chojin
02 Nov 2006, 14:22
Forum: AI
Topic: Using dialog boxes in an AI???
Replies: 19
Views: 1278

About in-game dialogs: Any reason why one can't use the mouse to select a group ai ?
by Chojin
01 Nov 2006, 14:12
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 24891

The hint about Fast Assist-Repair Kbots and Resurrection Kbots would have been pretty useful to me, since I only learned about them after several games.
by Chojin
01 Nov 2006, 02:17
Forum: Linux
Topic: wine 0.9.22 + spring 0.73b1
Replies: 13
Views: 2066

I tried a few ways to run it, the only way that really worked for me (apart from forcing a desktop), was to tell winecfg to NOT let my window manager manage the windows for tasclient.exe and spring.exe. TASClient and Spring are always on top, but at least TASClient's popups will pop up not under and...
by Chojin
01 Nov 2006, 00:44
Forum: AI
Topic: C# AI Interface, and Proof of concept C# AI
Replies: 120
Views: 11376

You have put forward no logical arguements to support your point I made a point somewhere? wow... didn't realize... I stated the fact, that I have heard your reasoning over and over again. Not even judging it... And I mentioned, how someone with a keyboard, a mouse and access to google.com will be ...
by Chojin
31 Oct 2006, 20:54
Forum: AI
Topic: C# AI Interface, and Proof of concept C# AI
Replies: 120
Views: 11376

considering I find
That's what it's all about, right?
[The rest...]
Is related to the topic in what way?
by Chojin
31 Oct 2006, 19:04
Forum: AI
Topic: C# AI Interface, and Proof of concept C# AI
Replies: 120
Views: 11376

And what about windows suers? I cant imagine that the vast majority of windows users knwo what python is nm where to downlo\d and install it from, or why they should install it, especially when the .Net framework is more and more commonplace, even supcom requires the .Net framework and I wouldnt be...
by Chojin
31 Oct 2006, 16:38
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 24891

"use air scouts to spot for your artillery, as their accuracy is greatly increased." The rest is fine, aGorm :) @Gizmo: I think you didn't understand me correctly. Brawlers should be able to attack idling air-units, which have landed on the ground. I told my Brawlers to attack a big bunch Constructi...
by Chojin
31 Oct 2006, 16:16
Forum: AI
Topic: C# AI Interface, and Proof of concept C# AI
Replies: 120
Views: 11376

I just tried the new CSharpAI_20061031.zip on Darkside Remake versus AAI. The game finished successfully, although in the end I was spammed by Stumpy: Can't reach destination! Stumpy: Can't reach destination! Stumpy: Can't reach destination! Overflow when sending to local connection 1 0 39995 15 400...
by Chojin
31 Oct 2006, 02:02
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 24891

2 issues (maybe) not mentioned yet:
* Core radar jammer is called "Radar Tower"
* Brawlers cannot attack air-units, that have landed on the ground.
by Chojin
31 Oct 2006, 01:54
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 24891

I like the hints the way they are. There are 5 typos in them:

3: "resurrect"
4: "approaching"
5: "at least"
5: "commanders"
5: "commander"

PauloMorfeo's suggestions have quite a few typos too. Do you want to use his, aGorm?
by Chojin
30 Oct 2006, 23:58
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 24891

Very nice screens :-) I'd still prefer them without the outer border, because my monitor is a border already... But you are the boss ;-) A few issues were reported by Colorblind on another thread, maybe they can be fixed before a v8.1 release: * The arm nuke silo doesn't have a nuke icon. * The arm ...
by Chojin
29 Oct 2006, 20:33
Forum: Game Releases
Topic: XTA v8 Release
Replies: 9
Views: 7557

Thanks for the feedback, Colorblind. Keep it coming :)

I will have a look at the wiki tonight, I hope.
by Chojin
29 Oct 2006, 03:26
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 24891

I saw Stumpies to be useful to shoot over debris and wrecks while the sams, jethros and rockos behind it were unable to.
by Chojin
29 Oct 2006, 03:12
Forum: Game Releases
Topic: XTA v8 Release
Replies: 9
Views: 7557

Well yes, Colorblind. But you wouldn't categorize those issues as show-stoppers, would you? But a Dooms Day Machine or Annihilator that isn't shooting, pretty much can be. So, let's stick to this as v8 and take the pressure off from everyone's shoulders to give the time for a even better v8.1 :-) I ...
by Chojin
28 Oct 2006, 16:58
Forum: AI
Topic: C# AI Interface, and Proof of concept C# AI
Replies: 120
Views: 11376

The requested URL /csai/CSharpAI-20061028.zip was not found on this server.
by Chojin
28 Oct 2006, 05:21
Forum: AI
Topic: C# AI Interface, and Proof of concept C# AI
Replies: 120
Views: 11376

What error did you get?
by Chojin
28 Oct 2006, 05:00
Forum: Game Releases
Topic: XTA v8 Release
Replies: 9
Views: 7557

XTA v8 Release

All new and shiny XTA v8! Thanks to KnoX and all others involved! Check out the new and updated Unit Guide ! Download one of these: [list][*] Automated installer for Windows [*] Plain SD7 (mirrored at Unknown-Files) [*] Plain SD7 [/list] Changes: Fixed automatic firing of Dooms Day Machine and Annih...
by Chojin
27 Oct 2006, 19:44
Forum: Game Development
Topic: XTA Development discussion
Replies: 426
Views: 24891

[MOD] { Name=XTA v8; Description=XTA Version 8; URL=http://www.clan-sy.com/; ModType=1; NumDependencies=3; Depend0=springcontent.sdz; Depend1=otacontent.sdz; Depend2=tatextures.sdz; [NTAI] { tdfpath=XTAPE; } } So... this general tag you are talking about is tdfpath in the [NTAI] subsection?

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