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by Sean Mirrsen
25 Jun 2006, 22:41
Forum: General Discussion
Topic: Feature Request :: Rotatable Buildings
Replies: 44
Views: 4638

I just feel like resurrecting an old thread. :) The feature is done. See the development forum.
by Sean Mirrsen
25 Jun 2006, 22:12
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17388

Here ya go: Index: C:/Springproject/rts/ExternalAI/AICallback.cpp =================================================================== --- C:/Springproject/rts/ExternalAI/AICallback.cpp (revision 1511) +++ C:/Springproject/rts/ExternalAI/AICallback.cpp (working copy) @@ -604,7 +604,7 @@ { CFeature* f...
by Sean Mirrsen
25 Jun 2006, 22:02
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17388

Post what here? The diff? Or the exe? The diff is probably rather messy, since I still made a few random changes trying to determine the right sequence of events. And how would I upload the exe here?
by Sean Mirrsen
25 Jun 2006, 21:55
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17388

Four-directional building placement.

As some of you might know, I have been charged with the task of implementing into Spring the long sought-after function that would allow the rotation of buildings prior to ordering their placement. A lot fewer people, up until this moment at least, know that the making of this task has ended with an...
by Sean Mirrsen
25 Jun 2006, 20:49
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Nothing of the kind yet, probably a small arrow will be shown in the GUI, but if it will be done right, you'll see where the building's facing before placing it. There's one button (currently "I" because I didn't test if num_enter will work) to change the facing clockwise in 90 degree incr...
by Sean Mirrsen
25 Jun 2006, 20:40
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Ok, yardmaps and qued building frames now correctly displayed. It seems yardmaps were the easy part. Now I have to find a way to rotate the four model instances: the ghost that moves as you choose the building location, the ghost that appears when a build order is made, the main building model, and ...
by Sean Mirrsen
25 Jun 2006, 19:05
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Nevermind the multipost, SUCCEEEEESSSS!!!!!!! :D:D:D:D:D I was able to place several buildings with yardmaps facing in different directions. The only problem now is that my initial calculations for the four yardmaps processing were wrong, and the yardmaps turn out mangled, except the North and South...
by Sean Mirrsen
25 Jun 2006, 19:02
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

That's not a solution. Debug mode will not tell me where exactly, what line of the code is causing the error. I found a workaround though, I copied my Spring dir to the source Game dir where the executable is placed, that allowed me to run and debug the engine through the IDE. That way I finally fou...
by Sean Mirrsen
25 Jun 2006, 18:03
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Ok, well, I seem to have made at least some of the needed changes, but the game now crashes. What is the best way to determine where the error lies? Normally, when you code, you can run an app from the IDE, and when it crashes, you can see where the execution stopped. Any way to do the same for Spri...
by Sean Mirrsen
25 Jun 2006, 13:55
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Finding the places for those changes, and making those changes without crashing or desynching the game is the main difficulty here.
by Sean Mirrsen
25 Jun 2006, 13:37
Forum: Help & Bugs
Topic: ...and my Anti-Air starts shooting straight up
Replies: 10
Views: 1710

Hmm.. yeah, it's kinda funny that the game disregards altitude when calculating weapon range... And it's a big problem if melee unit are to ever be made...
by Sean Mirrsen
25 Jun 2006, 13:35
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

I don't think I understand what would that do... I need to have a facing variable passed all the way from GUIHandler where the command takes shape, to all kinds of functions that use unitdef values, since those values are unit-independent, and I need to use the facing on everything, even on building...
by Sean Mirrsen
25 Jun 2006, 13:15
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

That's not the problem, since I got the yardmap transformations all figured out already. The quest for the True Path of The Build Command has led me deep into the Jungle of The Code where I got totally entangled. Who would have known that unitdef's xsize and ysize variables are used in so many occas...
by Sean Mirrsen
25 Jun 2006, 08:34
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Well, that was the plan. :) The real biggest problem is that I can't make the buildings rotate individually, so far only all instances of a building, and only if rotation was applied before the building was cached (that is, before the unit supposed to build it has been created). That's a rather low ...
by Sean Mirrsen
25 Jun 2006, 08:29
Forum: General Discussion
Topic: The Spring Project
Replies: 83
Views: 6076

Make it another way around, and it has my vote: Spring:TA. This basically means that it's the Spring project, running a mod called Total Annihilation. Because really, people play it like that because there aren't many real TA-independent mods out there, most still use either the 3do format, or textu...
by Sean Mirrsen
24 Jun 2006, 19:28
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Well, the project had a moderate degree of success (in that I was able to place a few buildings with yardmaps facing sidewards), but a whole crapload of problems has appeared. I'll post them here, for no apparent reason, maybe just to relieve myself, or in hopes of getting assitance. 1) Unsurprising...
by Sean Mirrsen
23 Jun 2006, 20:50
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Okay sorry, my mistake. Somehow replaced xsize with ysize for my calculations... made non-square non-solid yardmaps bug out with -1 when y was 0 and x was maximum. Works like a charm. Now for the rest of the thing...
by Sean Mirrsen
23 Jun 2006, 13:02
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Developer people, your code is weird. symb=originalMap[x/2 + y/2*xs/2]; def->yardmap[x + y*xs] = symb; def->yardmap1[x + y*xs] = symb; def->yardmap2[ys*(y+1)-(x+1)] = symb; def->yardmap3[yardsize-(x + y*xs)-1] = symb; def->yardmap4[yardsize-(ys*(y+1)-(x+1))-1] = symb; How come the first four-five li...
by Sean Mirrsen
23 Jun 2006, 09:30
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Well, not exactly, no. (so you can, like, "unbow", if you wish :P) Since I've done so many random changes trying to find what exactly I needed to do, I made Spring crash the moment any units appear in-game, even in debug mode it crashes without doing anything else. So I currently reverted ...
by Sean Mirrsen
22 Jun 2006, 23:40
Forum: Engine
Topic: Customizable placement of buildings
Replies: 41
Views: 2908

Hm. What would be the best class to stick a global "buildFacing" variable into? Game, or maybe Player? I just need an educated guess, or a solid opinion.

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