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by ILMTitan
03 Apr 2008, 01:58
Forum: Engine
Topic: Cheating not working
Replies: 6
Views: 654

Re: Cheating not working

Thank you for adjusting auto-completion. Also, the error I was getting seems to be a Lua problem. After disabling widgets, everything works fine again.
by ILMTitan
02 Apr 2008, 07:59
Forum: Engine
Topic: Cheating not working
Replies: 6
Views: 654

Re: Cheating not working

New problem. I was testing my air code after the previously mentioned update, but spring kept crashing without any relevant information. So I ran it under gdb, expecting to find something wrong with my air code, but the only output I got from GDB was Starting program: E:\eclipse\workspace\trunk\game...
by ILMTitan
02 Apr 2008, 01:10
Forum: Engine
Topic: Cheating not working
Replies: 6
Views: 654

Re: Cheating not working

Wow, how silly of me. Thank you.

edit: Then what need to be done to get auto-complete working for /give? It still works for .give but not for /give.
by ILMTitan
02 Apr 2008, 01:03
Forum: Engine
Topic: Cheating not working
Replies: 6
Views: 654

Cheating not working

I just synchronized with SVN, and now cheating is not working. I am assuming that this has something to do with the new character set handling being done. Specifically, I'm launching a modified XTA v9 sdd on Mars. I type .cheat, with no response. I type .give arm_peeper (auto-complete is working for...
by ILMTitan
27 Mar 2008, 23:23
Forum: Engine
Topic: CanCrash bug
Replies: 10
Views: 704

Re: CanCrash bug

The changes I have made to AirMoveType so far should not have changed any functionality. It was just refactoring so I could wrap my head around what it was doing, in preparation to write an entirely new air movement class (which is what I am working on now). If it appears I broke anything, please le...
by ILMTitan
23 Mar 2008, 04:10
Forum: Engine
Topic: Spring is running in SMP
Replies: 529
Views: 69840

Re: Spring is running in SMP

I agree with Kloot. IMHO, it would be far to difficult and even dangerous to multi-thread the synced code. Threading the unsynced portions, however (as previously mentioned, AIs and display) would be almost pure win.
by ILMTitan
21 Mar 2008, 03:19
Forum: Lua Scripts
Topic: Musics!
Replies: 51
Views: 17723

Re: Musics!

Two more things that would be cool: 1. Use subfolders for the different music types, and search for the music files (aka, don't hard-code the names) so that people can put whatever music they want in there. 2. Search the mod archive for a music folder and subfolder before defaulting to the spring mu...
by ILMTitan
11 Mar 2008, 14:58
Forum: Engine
Topic: Aircraft and the current flight code.
Replies: 24
Views: 2432

Re: Aircraft and the current flight code.

I'm currently refactoring some of the CAirMoveType, CTAAirMoveType and CAirCAI to better define the boundry between the Command AI and the Move Type, in preperation for creating a CNewAirMoveType, which I intend to make usable as a mod and/or unit option. I'll probably be committing my current chang...
by ILMTitan
10 Mar 2008, 06:17
Forum: Kernel Panic
Topic: Kernel Panic
Replies: 892
Views: 112023

Re: Kernel Panic

After much though and some experimentation, I don't think there is anything inherently unbalanced about the network. I need more more games to be sure, but I think my concern currently lies in system/network games, where the flow, vulnerable to both pointers and bytes, is not a highly used unit. Thi...
by ILMTitan
09 Mar 2008, 12:06
Forum: Lua Scripts
Topic: Synced randomness?
Replies: 7
Views: 1553

Re: Synced randomness?

It does? For some reason I thought that a random seed was sent out to all of the clients before the game started, or does Lua use a different synced random number generator?
by ILMTitan
05 Mar 2008, 13:16
Forum: Engine
Topic: Optimizing Math Functions
Replies: 92
Views: 16953

Re: Optimizing Math Functions

One thing you need to remember is that sin/cos on a computer are (nearly) always approximations due to the maximum size of a float. If we can increase speed significantly and keep the error below 1%, I think we should go for it.
by ILMTitan
03 Mar 2008, 08:15
Forum: Engine
Topic: Remove CMobility?
Replies: 1
Views: 468

Remove CMobility?

CMobility does not seem to be used for anything, but it's created for every unit. Can anyone think of any reason I shouldn't just delete and remove references to it?
by ILMTitan
03 Mar 2008, 05:58
Forum: Engine
Topic: Optimizing Math Functions
Replies: 92
Views: 16953

Re: Optimizing Math Functions

Sounds great. I know we could use it in some of the float3 methods at least.
by ILMTitan
02 Mar 2008, 22:03
Forum: General Discussion
Topic: OTA Ownership
Replies: 60
Views: 4387

Re: OTA Ownership

(beaten by Zpock) IANAL. Trademark != Copyright Trademarks can be lost by inaction and failure to defend them. However, even if Atari has/does lose the Total Annihilation trademark, and someone else does pick it up, they could create a game Total Annihilation 2, but could not sell the original TA. I...
by ILMTitan
01 Mar 2008, 07:12
Forum: Art & Modelling
Topic: Core Construction Vehicle +1
Replies: 90
Views: 7781

Re: Core Construction Vehicle +1

It reminds me of a ghost-busters trap for some reason. Not saying that is good or bad.
by ILMTitan
29 Feb 2008, 10:49
Forum: Engine
Topic: Testing Bug 759
Replies: 9
Views: 1021

Re: Testing Bug 759

The latest bug comment
In CNetProtocol::InitClient and CNetProtocol::InitLocalClient,
CNet::InitClient is called with wantedNumber, and stores what the number ended up being in myNum. It then calls SendAttemptConnect with wantedNumber. Should that be myNum instead?
by ILMTitan
29 Feb 2008, 05:11
Forum: Engine
Topic: Testing Bug 759
Replies: 9
Views: 1021

Testing Bug 759

I have a thought that might fix bug 759, but I have no idea how to test it. Any ideas? Also could I get a sanity check from someone more familiar with that section of the code (CNet & CNetProtocol)?
by ILMTitan
28 Feb 2008, 05:54
Forum: Game Development
Topic: mod sync problem?
Replies: 2
Views: 502

Re: mod sync problem?

I had sync problems once when I had an .sdd and an .sd7 of the same mod in my spring folder. Also, I believe .sdd to .sdd syncing does not work.
by ILMTitan
23 Feb 2008, 00:16
Forum: Engine
Topic: Aircraft and the current flight code.
Replies: 24
Views: 2432

Re: Aircraft and the current flight code.

While I agree that keeping current functionality (crashing etc.) on by default is a good thing, anyone who doesn't think the the air move type code needs a major rewrite is either foolish or hasn't seen the code. It uses a goto for peet's sake.
by ILMTitan
19 Feb 2008, 18:31
Forum: Engine
Topic: Aircraft and the current flight code.
Replies: 24
Views: 2432

Re: Aircraft and the current flight code.

Deciding whether/which units to attack, and therefore when the aircraft goes into an attacking state is the job of the CommandAI, not the move type.

Edit: The attacking function should run while in full flight and owner->userTarget.

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