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by Sean Mirrsen
03 Jul 2006, 23:38
Forum: Feature Requests
Topic: Issue that need need to addressed.
Replies: 27
Views: 4808

True, but it only works because depthcharges work as bombs to an extent, and can be dropped from a certain height into water. I don't think they can have a startvelocity.
by Sean Mirrsen
03 Jul 2006, 19:30
Forum: General Discussion
Topic: Suggestion for networking
Replies: 26
Views: 2587

I don't know anything about how the networking is done in Spring, but maybe the game would attempt to initialize a server when joining a game, and would leave it in suspended mode until a time comes when a new host would be needed. If the host left the normal way, it could send over the needed param...
by Sean Mirrsen
03 Jul 2006, 16:54
Forum: Feature Requests
Topic: Issue that need need to addressed.
Replies: 27
Views: 4808

I can say again, unified weaponclasses ftw!!!

Not that I have the slightest idea of whether it'd work the way I want it or not... >_>
by Sean Mirrsen
03 Jul 2006, 16:47
Forum: General Discussion
Topic: Rotatable Buildings - yet again.
Replies: 25
Views: 7022

It's not technically mine, I have access to it since I was working together with The Legacy on EDF Chronicles for TA, and we were going to have a site for the project, but it never happened, and the ftp remained.

Anywhere else I can upload the file to?
by Sean Mirrsen
02 Jul 2006, 20:24
Forum: General Discussion
Topic: Rotatable Buildings - yet again.
Replies: 25
Views: 7022

No, actually the problem here lies with the engine. The system just assumed the factories were all facing one way, and set the unit heading to piece direction - despite the fact that the relative direction is hell knows where. I fixed it now. Works fine in AA. Link in first post updated. Now working...
by Sean Mirrsen
02 Jul 2006, 08:16
Forum: General Discussion
Topic: Rotatable Buildings - yet again.
Replies: 25
Views: 7022

It doesn't rotate ground decals under buildings!... O_O <_< >_> >_< I KNEW I forgot something! :headbash: Ok, will try to fix it. Regarding units - you mean units getting built like buildings (like in nanoblobs) or units being built by factories? In the latter case, I think they are properly rotate...
by Sean Mirrsen
02 Jul 2006, 01:01
Forum: General Discussion
Topic: Rotatable Buildings - yet again.
Replies: 25
Views: 7022

It won't be much work to remove the messages or change binding names (which is kinda unrelated, since you normally don't see them). My primary concern is whether or not it works in netplay - I have no means to even play Spring on our local net, let alone test anything.
by Sean Mirrsen
02 Jul 2006, 00:28
Forum: General Discussion
Topic: idea... yae or nae
Replies: 9
Views: 747

Heh, that was close. :P
by Sean Mirrsen
02 Jul 2006, 00:24
Forum: General Discussion
Topic: idea... yae or nae
Replies: 9
Views: 747

MTR...

This is generally possible, but no coders want this enough to start implementing it. Use Winamp for now.
by Sean Mirrsen
01 Jul 2006, 23:12
Forum: General Discussion
Topic: Rotatable Buildings - yet again.
Replies: 25
Views: 7022

Rotatable Buildings - yet again.

Yeah. Only now they need testing - http://edf.tauniverse.com/spring.zip . :D Add bind '<' spinbuilddir bind '>' unspinbuilddir to uikeys.txt. That way you'll have to shift-press a key to change orientation, but at least it will work while queueing orders. I post this in GD because I need testers, no...
by Sean Mirrsen
01 Jul 2006, 23:05
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17386

Ok, patch uploaded to mantis, and patched executable uploaded to http://edf.tauniverse.com/spring.exe . You should add binds for "spinbuilddir" and "unspinbuiddir" (unspin.. yeah I know.. :P) for the feature to work. I have set them to "<" and ">", because &qu...
by Sean Mirrsen
01 Jul 2006, 20:31
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 143447

It might be just VC 2003 that doesn't support them, maybe 2005 does.

In any case, it compiled now, thanks.
by Sean Mirrsen
01 Jul 2006, 20:28
Forum: Engine
Topic: Being fired at out of sight.
Replies: 14
Views: 2444

(why are my posts describing possible features always contain requesting a new tag?.. I see a trend..) A unit (maybe weapon) tag "FireRevealRadius" could define how far away from enemy units the firing unit must be to be detected, another tag "FireRevealAccuracy" could define how...
by Sean Mirrsen
01 Jul 2006, 20:04
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 143447

Just updated, and tried to compile. Should be the latest. Does number 1558 mean anything? :?:
by Sean Mirrsen
01 Jul 2006, 19:47
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 143447

I get linker errors with current SVN code, with IAICallback, IAICheats, IGroupAICallback, and IGlobalAICallback seeming to have missing virtual destructors - whatever the "DECLARE_PURE_VIRTUAL" is supposed to be, it doesn't work.
by Sean Mirrsen
30 Jun 2006, 22:09
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17386

I'll just fix a few things first.. I've been very distracted from working on it in the last few days...
by Sean Mirrsen
29 Jun 2006, 23:22
Forum: Engine
Topic: EMG and Gauss cannons should gain a new rendertype graphic
Replies: 15
Views: 1979

Heh. Ok, ok I get it. Yes, there probably would be a lot of bugs, but I still like the idea of the whole ifclaused mess as the basis for this... If(anything), this would be a nice step forward to some more advanced system, though I can't say I see what it could be. The primary reason to me being so ...
by Sean Mirrsen
29 Jun 2006, 21:07
Forum: Engine
Topic: EMG and Gauss cannons should gain a new rendertype graphic
Replies: 15
Views: 1979

Actually, the only way to make truly omnipotent projectiles really is the "tags and IF clauses" hell of a thing you're talking about. HOWEVER. The projectile's interaction with the world consists of a rather limited amount of events, so for example why have different classes for similar we...
by Sean Mirrsen
29 Jun 2006, 12:22
Forum: Engine
Topic: EMG and Gauss cannons should gain a new rendertype graphic
Replies: 15
Views: 1979

Unified weapon classes ftw! Seriously, why do we stick to this age-old separated weaponclass system, when we could integrate all individual Projectiles into one CWeaponProjectile, and all weapon launchers into one CWeaponLauncher. I know it's a lot more work than it sounds, because I've tried alread...
by Sean Mirrsen
28 Jun 2006, 12:36
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 143447

Perhaps the fact you have to extract vclibs to a "vclibs" folder just like I forgot to?

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