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by munch
17 Oct 2005, 21:42
Forum: AI
Topic: What do you need to build an AI
Replies: 12
Views: 1573

What do you need to build an AI

Hi Guys, I've been meaning to do some coding for ages. What do I need in order to build an AI in terms of tools? I already have the GNU C++ compiler installed and I'm using Eclipse as an editor, which works out the build dependencies etc. So say I wanted to modify JCAI, would do I need to build it a...
by munch
17 Oct 2005, 14:58
Forum: Engine
Topic: Automatic source code documentation - Doxygen
Replies: 16
Views: 1663

Ok, it took a little while for it to complete but it's now online here: http://taspring.clan-sy.com/doxygen/ Great - thanks Fnordia =) Yeah it does take a while to process that amount of source code! Worth sticking a link to it somewhere? Top right of the Spring site "Submit files"? D'oh! Thanks. W...
by munch
14 Oct 2005, 14:05
Forum: Engine
Topic: Automatic source code documentation - Doxygen
Replies: 16
Views: 1663

Doxygen Config file

Hi, I've uploaded the file to FU (I wasn't sure if there was anywhere to upload it directly to the Spring site): http://www.fileuniverse.com/?p=showitem&ID=1624 This has all the good stuff switched on (assuming I didn't forget anything), but with compact inheritance trees, instead of UML ones - I fi...
by munch
14 Oct 2005, 01:14
Forum: Engine
Topic: Automatic source code documentation - Doxygen
Replies: 16
Views: 1663

Sure, guess I could put something like that up on the spring webserver. Cool! =) Just to warn you, if you switch all the diagrams on, you get around 0.3GB of output - is that OK? Each page is only in the kilobytes though - there are just a lot of pages! FWIW here is an example diagram (a "collabora...
by munch
14 Oct 2005, 00:07
Forum: Engine
Topic: Automatic source code documentation - Doxygen
Replies: 16
Views: 1663

Automatic source code documentation - Doxygen

Hi Guys, I've looked at the source a couple of times, but never got that far with it, due to the extreme lack of documentation. Here's some help in the form of a free tool, Doxygen, which we use at work a fair bit. It makes things *much* easier. Doxygen creates html documentation from the source cod...
by munch
13 Oct 2005, 23:25
Forum: News
Topic: New version, 0.65b1
Replies: 39
Views: 11168

problem with torpedoes/subs/adv torp launchers

Just got out of a game on crystal harbour (spectating). The subs in the game (snakes, sharks, and leviathans) didn't seem to shoot at all against stationary targets (underwater metal makers, adv. torp launchers), and adv. torp launchers seemed pretty impossible to hit with anything unless somebody j...
by munch
12 Oct 2005, 19:41
Forum: News
Topic: New version, 0.65b1
Replies: 39
Views: 11168

Thanks!

-Can now switch viewed team when spectating using keys 1-9 ... -Added support for multiplayer replays where several players can watch a reply at once -Added option for minimap to show colors only based on owned(green),ally(blue),enemy(red) Cool! Thanks =) (and for all the other changes too) All the...
by munch
05 Oct 2005, 13:54
Forum: General Discussion
Topic: Getting some kind of ladder/league?
Replies: 19
Views: 1269

Ladders

Maybe some knock out competitions would be better first, to see if they're worth the effort. Or as well. I think ladders are much easier to get working than knock-outs. The problem with a knock out is getting people together at the same time. The thing about a ladder is that you can decide to play ...
by munch
05 Oct 2005, 13:34
Forum: General Discussion
Topic: merls and diplomats
Replies: 18
Views: 1070

Re: merls and diplomats

IMO the missiles should travel faster and there should be a low-trajectory mode. Its so annoying that kbots and tanks can just walk away from the missiles. Or perhaps the explosions could be bigger They're not intended for use against mobile units. They're supposed to sit at the back of the pack an...
by munch
03 Oct 2005, 15:00
Forum: Engine
Topic: Simple to code (?) improvement to collision detection
Replies: 13
Views: 1166

Ray/line segment

You should also remember that the majority of collision tests in spring is ray against unit rather than point against unit. Its not hard to collide a ray against a cylinder either of course, I would be interested to see how the results looked if someone did implement it. Hi SJ, Thanks that's helpfu...
by munch
03 Oct 2005, 14:43
Forum: Help & Bugs
Topic: Unit Possession crash
Replies: 3
Views: 330

Ah OK now I know what you mean. I don't think a boolean flag will solve it (though it will help) unless you have a single central flag on the server - you'll get a race condition: if you both try to jump in at the same time on your separate machines, they'll both send each other messages saying that...
by munch
03 Oct 2005, 13:29
Forum: General Discussion
Topic: ray tracing and bump mapping
Replies: 55
Views: 4345

Republic

What was that rendering system they used in Republic? IIRC The rendering time was only dependent on screen resolution and was independent of the detail in the scene, which would be ideal for an RTS. Having said that I'm really not bothered about graphics myself, it's the gameplay that counts. Far to...
by munch
03 Oct 2005, 13:21
Forum: Help & Bugs
Topic: A few bugs, and a few balance issues
Replies: 1
Views: 235

Re: A few bugs, and a few balance issues

Balance: Units can reclaim wreckages WAY too quickly. They should be able to do it at half the speed they do, maybe 1/4. You can relcaim thousands of metal in seconds!. Funnily enough I think the main issue here is reclaiming live units rather than wreckages. Con-air swarms are pretty effective at ...
by munch
03 Oct 2005, 13:08
Forum: Help & Bugs
Topic: Unit Possession crash
Replies: 3
Views: 330

Re: Unit Possession crash

Was playing a game with a team mate, sharing a comm. I build a unit to go attack with, and we both accidentally possess the unit at the same time. Spring then crashes. I tried again with another map, and a different person, with me hosting this time, and it crashed again. Just to clarify, when you ...
by munch
30 Sep 2005, 13:42
Forum: Game Development
Topic: Spider pack + UH
Replies: 10
Views: 1082

Krogoth gantry

There was one thing I always disliked about the Spider Pack... What about Core? Core already has an extra plant. One of the main points of the spider pack is to have an ARM specific plant in answer to Core's Krogoth gantry. Core's strength is in big armour units. ARM's strength is in speed and agil...
by munch
29 Sep 2005, 20:25
Forum: Engine
Topic: Simple to code (?) improvement to collision detection
Replies: 13
Views: 1166

Footprint check

Footprint check - what a great idea! In fact that's a simpler version of an idea somebody just had on the other thread (in help&bugs see above post for link to thread), but I guess it works for all units - static and mobile - AND it's quick to code. I guess the only downside is that it doesn't fix t...
by munch
29 Sep 2005, 19:41
Forum: Help & Bugs
Topic: Turret/unit mental retardation
Replies: 31
Views: 1402

Bounding boxes for buildings only - cool =)

Hum, for building collision, would it be possible, once we know we are in collision with the sphere, to check if we are over the footprint? It must be easy to detect.. Like that, we have go a sort of rectangle. Actually it's an utterly brilliant idea. It should in fact reduce CPU load. Here's why: ...
by munch
29 Sep 2005, 19:25
Forum: Game Development
Topic: Spider pack + UH
Replies: 10
Views: 1082

Spider pack update

In that case... can we have an updated spider pack which uses the latest UH? Or even better could we have a script which auto-updates the spider pack to use the latest version. That way you can just re-run the script if a new version of UH comes out.
by munch
29 Sep 2005, 14:56
Forum: Engine
Topic: re: about the newGUI
Replies: 165
Views: 15043

Dunno if this has been posted before, but I just realized that the F6 stats reveal the strength of your oppenent. It is perhaps a good idea to hide them until the game is over or until your team is dead. The obvious thing is to only show stats for your allies - it's kind of useful to know how your ...
by munch
29 Sep 2005, 14:47
Forum: Engine
Topic: Simple to code (?) improvement to collision detection
Replies: 13
Views: 1166

Simple to code (?) improvement to collision detection

Hi, We all know that Spring's current collision detection has issues. It's especially noticeable if you drag out a line of turrets right next to each other. The main problems as I see it 1. the "side buldges" you get with collisions spheres - especially bad for tall/thin units 2. for short units, th...

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