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by Slamoid
05 Aug 2006, 20:39
Forum: Engine
Topic: [*SMALL* code mod request] Reflective water deformations
Replies: 0
Views: 318

[*SMALL* code mod request] Reflective water deformations

When playing earlier, I noticed that the original reflective water (NOT the advanced OGL wave-shader) actually IS a geometry deformation, causing waves. In light of this, could one of the developers make a patch so that each user could adjust the wave height/intensity per MAP, or even via Config pro...
by Slamoid
05 Aug 2006, 19:43
Forum: Game Releases
Topic: Unit Overload v1.21!
Replies: 60
Views: 7650

[edit] Removed early-morning bitchyness [/edit]
This looks like great work Buggi, keep it up man.
by Slamoid
04 Aug 2006, 08:29
Forum: Map Creation
Topic: [NMF Experimentation] Largest Map Evar?
Replies: 41
Views: 4361

Guys, guys! Back ON TOPIC please! Go to the OT forum to flame!

Has anyone ELSE ran a friggin huge map on the new map-test-beta, with an Nvidia OR ATI chipset?
by Slamoid
04 Aug 2006, 02:42
Forum: Map Creation
Topic: [NMF Experimentation] Largest Map Evar?
Replies: 41
Views: 4361

[NMF Experimentation] Largest Map Evar?

I just loaded up a 64x64 map in Spring... I used the default Dry.sm3 data for textures, so I didn't post any screenies, but it was unplayably slow on full viewradius, and I got some weird artifacts in the shading. I have a suckass computer, and I know that at least 128x128 maps are entirely possible...
by Slamoid
03 Aug 2006, 21:24
Forum: Feature Requests
Topic: [spam highest]balistic&gravity[/spam highest]
Replies: 7
Views: 1269

[offtopic] Do you only post when you're drunk? [/offtopic]
by Slamoid
31 Jul 2006, 05:39
Forum: Engine
Topic: [Request] Bi-Weekly Beta Compiles
Replies: 17
Views: 1521

Why thank you VERY much! Very appreciated for those of us who can't compile! :-)
by Slamoid
31 Jul 2006, 04:12
Forum: Engine
Topic: [Request] Bi-Weekly Beta Compiles
Replies: 17
Views: 1521

[Request] Bi-Weekly Beta Compiles

Could one of the ppl with an actualy working toolchain please compile a (Windows) SVN version for testing? Hosting shouldn't be a problem, and I'd love to see if there's any way I can contribute new content for the new features before they're stabilized. Thanks! 8) How about doing this every once in...
by Slamoid
29 Jul 2006, 21:47
Forum: General Discussion
Topic: Arm Base Decals
Replies: 12
Views: 1118

Arm Base Decals

Ok, I think I've got the style narrowed down now... Take your pick! These are not the final res/tex, I'm just trying to get a good Arm style going. http://img126.imageshack.us/img126/3339/screen015js8.jpg And BTW, I'm making all the decals HI-RES, so even on steep cliffs they still look good. ( I ha...
by Slamoid
27 Jul 2006, 04:37
Forum: General Discussion
Topic: Why more mods need to use the GroundDecals....
Replies: 35
Views: 3483

Ok, quick update... I think this is pretty much a final right here. 2 sizes of decal, sized and calibrated for dropoff. http://img240.imageshack.us/img240/5834/finalcorexf5.jpg Not all buildings have a decal yet, some never will. I was trying to keep it balanced and realistic to the story. I'm still...
by Slamoid
26 Jul 2006, 13:31
Forum: Map Creation
Topic: New map format
Replies: 233
Views: 22711

Scince this is a totally new map format, is there any more thought being given to multi-layer mapping or pathed bridge-features?
by Slamoid
25 Jul 2006, 05:57
Forum: General Discussion
Topic: Why more mods need to use the GroundDecals....
Replies: 35
Views: 3483

Yes, you can do Alpha Blending, as the next shot will show. I'm pretty much settled on that Core texture. Looks good to me, I'm down with it. I've got the decal settings about right, perhaps make them a little smaller. Here's a WIP of the Arm texture... They'll have 3, one for Factories, one for wea...
by Slamoid
25 Jul 2006, 04:28
Forum: General Discussion
Topic: Why more mods need to use the GroundDecals....
Replies: 35
Views: 3483

I think it's most balanced with most buildings having small decals, factories having fairly large, then Mexes and Mohos having a large decal that never decays, and Metal Makers having a smaller one. This screenie is more what I envisioned for the Core. The Arm could just have a concrete that just gr...
by Slamoid
25 Jul 2006, 02:05
Forum: General Discussion
Topic: Why more mods need to use the GroundDecals....
Replies: 35
Views: 3483

Why more mods need to use the GroundDecals....

Taken with XTA-PE (Modified) and What's-his-face's ground decals... Can we get these standard on next version's XTA? Each building's size is different and dropoff time for non-main-base building decals is very fast. Now all we need is a good road decal for Arm, and to use the dark metal for the Core...
by Slamoid
25 Jul 2006, 01:05
Forum: Game Development
Topic: XTA has absurd things ...
Replies: 33
Views: 2975

I play prefer XTA because it seems more realistically balanced. It doesn't have direct counters, but every overall battle plan is balanced. That and I think not letting missle trucks fire at ground units is stupid :roll: +1 to all of the above. This is why I stopped playing AA, and only sometimes p...
by Slamoid
24 Jul 2006, 13:36
Forum: Map Creation
Topic: New map I'm working on ..
Replies: 18
Views: 1960

Is this the new map format? Sure looks like it... If so, what image formats are you using?
by Slamoid
20 Jul 2006, 02:21
Forum: Map Creation
Topic: New map format
Replies: 233
Views: 22711

What tools are you guys usiing to convert from-to RAW? GIMP won't open it...
by Slamoid
20 Jul 2006, 00:45
Forum: Engine
Topic: [Toolchain creation] Freetype2 header?
Replies: 2
Views: 396

Thank you! 8)
by Slamoid
19 Jul 2006, 01:37
Forum: Engine
Topic: [Toolchain creation] Freetype2 header?
Replies: 2
Views: 396

[Toolchain creation] Freetype2 header?

I followed the sticky instructions for MingW, and I get this error at Scons configure

Code: Select all

Checking header files
Checking for C header file ft2build.h... no
Freetype2 headers are required for this program
Any ideas?

WinXP home, DevCPP
by Slamoid
15 Jul 2006, 16:31
Forum: General Discussion
Topic: Making a movie, for spring...
Replies: 14
Views: 1522

Cabbage wrote:i tried virtualdub, just couldnt get the hang of it :p
Then stop. Stop now. The only other one free I've found that's as easy as Vdub is called MediaCoder; I'm too lazy to fetch a link.
by Slamoid
15 Jul 2006, 01:16
Forum: Engine
Topic: Max map size for shadows
Replies: 23
Views: 4530

Seems to me that it's time for multi-mode shadow solutions, just like we have with the water. Why not have the faded-round style shadows as a software-rendered backup? Just cast one down from every unit, size depending on yardmap size, switchable with the hardware shadows in the Config program. It's...

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