Search found 482 matches
- 12 Mar 2010, 22:57
- Forum: Lua Scripts
- Topic: Licensing
- Replies: 38
- Views: 3399
Re: Licensing
Also, lets say I create a gadget in evo that can do anything you want it to do, including giving you a handjob while you play, but I make it hard as fuck to use and even harder to implement in anything besides evo. Exactly how generous was I in the first place? (In case you didn't notice, this is a...
- 09 Mar 2010, 22:24
- Forum: General Discussion
- Topic: Release: Quickmatching System
- Replies: 78
- Views: 12188
Re: Release: Quickmatching System
With a bit of refining and enough users, quickmatching can prevent games from becoming larger than the players' preference. Of course this would only reduce the game size if enough players want small games.
- 09 Mar 2010, 18:15
- Forum: Zero-K
- Topic: gadget suggestion
- Replies: 9
- Views: 2167
- 09 Mar 2010, 08:34
- Forum: General Discussion
- Topic: Release: Quickmatching System
- Replies: 78
- Views: 12188
Re: Release: Quickmatching System
2 means it wants at least a 2 player game. Rank 1 means smurf, people probably use it in parallel with SL.
- 06 Mar 2010, 19:33
- Forum: Help & Bugs
- Topic: Spring Downloader unwilling to close.
- Replies: 8
- Views: 903
Re: Spring Downloader unwilling to close.
Fixed too, but the fixed version is not yet released. Yeah very annoying
- 03 Mar 2010, 22:51
- Forum: General Discussion
- Topic: Release: Quickmatching System
- Replies: 78
- Views: 12188
Re: Release: Quickmatching System
I like this, and Ill test it as soon as I get a chance. Can it detect wether FFA mode modoption is set? I dont mean to add bloat to it, since I can also just filter for maps. What's the FFA mode modoption? We were planning to assume that FFAs are played on marked FFA maps. I think Springie has a li...
- 03 Mar 2010, 22:29
- Forum: General Discussion
- Topic: Release: Quickmatching System
- Replies: 78
- Views: 12188
Re: Release: Quickmatching System
yes. atm its often with for example CA, that there is one 8 player game going on and 8 other players are in the battleroom waiting for the game to finish. quickmatch should somehow encourage these players to get a second game going instead of waiting.. Logic I could see: if there exists enough Quic...
- 03 Mar 2010, 18:38
- Forum: General Discussion
- Topic: Release: Quickmatching System
- Replies: 78
- Views: 12188
Re: Release: Quickmatching System
does it host new battle according to users preferences and make them join or it just joins existing battle that fit the requirements ? It joins an existing battle. Creating a new battle will most likely make the wait longer. After you select a mod and a minimum amount of players, I hope you meant m...
- 03 Mar 2010, 17:29
- Forum: General Discussion
- Topic: Release: Quickmatching System
- Replies: 78
- Views: 12188
Release: Quickmatching System
Quickmatching system for Spring Got some time to play? Just pick a mod, set the game size, crack open a cold beer and sit back. Gone are the days of looking for mods, maps, picking teams and getting ringed senseless! How to get it It's part of SpringDownloader which comes with Spring, but if you do...
- 27 Feb 2010, 18:41
- Forum: Balanced Annihilation
- Topic: Lua Unit Defs vs tdfs
- Replies: 69
- Views: 7618
Re: Lua Unit Defs vs tdfs
Well it is harder for tool makers who can only run php, which seems to be a problem specific to you. Maybe ask for help in hosting a lua interpreter? Run it on your computer and upload data files to your site?
- 27 Feb 2010, 18:23
- Forum: Balanced Annihilation
- Topic: Lua Unit Defs vs tdfs
- Replies: 69
- Views: 7618
Re: Lua Unit Defs vs tdfs
As a tool maker, I think lua defs are easier to read. Just run the top file in the mod with a lua interpreter, it will read everything and work for every mod that works in Spring, because that's exactly what Spring does when loading a mod. You'll need a couple of lua functions spring has, but they a...
- 03 Feb 2010, 17:20
- Forum: Zero-K
- Topic: What do you want to see more of in CA?
- Replies: 181
- Views: 25876
Re: What do you want to see more of in CA?
Making a campaign is a terrible idea. CA is designed as a multiplayer game and has no clear relative advantage in singleplayer. We have no singleplayer development experience. Decent singleplayer content is extremely time consuming to create, even with ideal tools, and maintaining the missions might...
- 30 Jan 2010, 04:12
- Forum: Zero-K
- Topic: 2 suggestions for improvement
- Replies: 23
- Views: 4344
Re: 2 suggestions for improvement
I think the hittable volume is the intersection of hitsphere and footprint. That means that if the hitsphere is larger than the footprint (likely), increasing the hitsphere size will not make the unit more vulnerable. False. Footprint is purely for pathing and unit avoidance. Last time I tried, a u...
- 21 Jan 2010, 19:40
- Forum: Zero-K
- Topic: 2 suggestions for improvement
- Replies: 23
- Views: 4344
Re: 2 suggestions for improvement
I think the hittable volume is the intersection of hitsphere and footprint. That means that if the hitsphere is larger than the footprint (likely), increasing the hitsphere size will not make the unit more vulnerable.
- 19 Jan 2010, 01:42
- Forum: Zero-K
- Topic: Please add the Fight command to the Clogger.
- Replies: 6
- Views: 1578
Re: Please add the Fight command to the Clogger.
Maybe canfight=true in the the unit definition file is enough.
- 07 Nov 2009, 10:37
- Forum: Game Development
- Topic: Mission Editor
- Replies: 209
- Views: 37131
Re: Mission Editor
The editor isn't working with the latest versions of spring, so don't bother. Anyway, I don't think it's an EE problem, there might be a bug that makes the program crash when there is a corrupted or missing zip somewhere. It should support any mod as long as the Lua doesn't conflict (at least when t...
- 31 Jul 2009, 03:53
- Forum: Caydr's Projects
- Topic: Where does/will AA differ from BA?
- Replies: 66
- Views: 29849
Re: Where does/will AA differ from BA?
Most CA devs are very experienced players turned game designers, many of which realized that Lua is often the only way to materialize your design. You'll find CA's game design very consistent and fine-tuned, definitely not a coder sandbox. The GUI, however, fits your description. It's a collection o...
- 24 Jul 2009, 14:54
- Forum: General Discussion
- Topic: Project 10 in 2010 - 1,000 players by the end of 2010
- Replies: 124
- Views: 11212
Re: Project 10 in 2010 - 1,000 players by the end of 2010
CA devs are busy with various project, I don't think we'll have a tutorial any time soon (other than the existing tutorial widget).CA is likely to make tutorial faster than BA
- 24 Jul 2009, 14:41
- Forum: General Discussion
- Topic: Project 10 in 2010 - 1,000 players by the end of 2010
- Replies: 124
- Views: 11212
Re: Project 10 in 2010 - 1,000 players by the end of 2010
Tutorial missions that aren't extremely simple are very time-consuming and need to be updated often. IMO chickens as a learning tool are a better option. We'd need a 1-click chicken shortcut that just works.
- 11 Jul 2009, 09:12
- Forum: General Discussion
- Topic: Spring Drama
- Replies: 138
- Views: 12732
Re: Spring Drama
In case it's not clear, nobody was banned that day.