Search found 383 matches
- 09 Aug 2016, 23:37
- Forum: Help & Bugs
- Topic: [solved] springlobby <-> attack on area ?
- Replies: 5
- Views: 1741
[solved] springlobby <-> attack on area ?
Strange problem here :o System: Ubuntu Game: BA 9.40 , using static binaries of the engine (103, but tested also with 100 and fitting BA version) and self-compiled springlobby binaries. If I use springlobby 0.255 and try to issue an attack command over an area (select "attack" and draw rec...
- 11 Apr 2016, 00:11
- Forum: SpringLobby Client
- Topic: SpringLobby 0.274 released!
- Replies: 297
- Views: 202569
Re: SpringLobby 0.244 released!
Thanks for the update and all the effort you put in!
On a first quick try: no problems.
On a first quick try: no problems.
- 07 Apr 2016, 21:15
- Forum: Map Creation
- Topic: playtesting maps under development
- Replies: 4
- Views: 1709
Re: playtesting maps under development
In my mind the ideal method is to have the other player(s) git clone into a .sdd, which is what we tried first. Has anyone done that successfully? Never tried, but could this be the problem, that the hidden repository files change the checksum? Or do you mean sync errors in the game after a while o...
- 07 Apr 2016, 16:06
- Forum: Map Creation
- Topic: TDF deprecation, map recompilation
- Replies: 22
- Views: 7223
Re: TDF deprecation, map recompilation
I seem to recall an old outstanding unitsync or lobby issue where the description tag was required to be in an .smd file. I remember some problems with maps related to the map server and them not being picked up by some systems or sth. like this. For this it was sufficient to include a basically em...
- 07 Apr 2016, 15:59
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
Thanks, that's good to know
I think I will still have first a look at the other rocks (if only to get a bit more insight into the modelling stuff).
I think I will still have first a look at the other rocks (if only to get a bit more insight into the modelling stuff).
- 04 Apr 2016, 23:00
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
Great, thanks a lot, bunch of useful infos to get me started! I already planned to do some first steps into models and started reading the wiki pages. Upspring doesn't run on wine, but I anyway planned to get again a VM with Win running here. Unfortunately, I'm very busy at work right now (=overtime...
- 03 Apr 2016, 16:09
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
I don't get it. On the one hand you say use spring-features as dependency and that it makes problems if I don't. On the other hand, you say I could include in the map "defs or textures, hell even models" , since they override the spring-features files. Which is how I always understood it: ...
- 03 Apr 2016, 02:23
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
Thanks for the update! Unfortunately, even with the new version it still looks the same here :-( To make sure, I tried both with the dependency on spring-features 1.7 and with copying the new s3o files (and the rest) directly from the repository into the map (removing the dependency). But still the ...
- 02 Apr 2016, 19:58
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
What rocks are those? Noize? Last time I looked they were fine, I'll look again when I get home. Yes, from Noize. Detailed list of files a few posts above . With the original texture it's not so obvious, since this is already on the darker side. But I also tested with the original texture and also ...
- 02 Apr 2016, 17:23
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
[Solved] just saw that spring-features is on githubqray wrote:Is there another way to easily download a package with the latest version of spring-features?
EDIT: But also the features from the new version show the same problem
- 02 Apr 2016, 14:44
- Forum: Map Creation
- Topic: TDF deprecation, map recompilation
- Replies: 22
- Views: 7223
Re: TDF deprecation, map recompilation
True, that's why I wrote "if you want to be 100% correct" . Maybe I should have phrased it "110%" but that hurts my math understanding :wink: when the maps contain no copyright info i would assume that they are public domain as they were uploaded to springfiles. ... the alternati...
- 02 Apr 2016, 14:09
- Forum: Map Creation
- Topic: TDF deprecation, map recompilation
- Replies: 22
- Views: 7223
Re: TDF deprecation, map recompilation
Also, let me state for the record, that any maps that get hit by this that are actually popular will end up getting recompiled in pretty much no-time. The others... well, good riddance. That what I was thinking. I would surely take on the maps I usually play and do the adjustments for them (probabl...
- 02 Apr 2016, 13:53
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
I tried to download the 1.6 version, but to no success so far. Somehow, since for testing wildly switching between springlobby versions -including non-released ones-, this doesn't work anymore here :-( Still investigating how to fix this... So I looked here: http://api.springfiles.com/?springname=&a...
- 01 Apr 2016, 22:00
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
OK, trying your suggested lightning values made clear why :-) But now the white is extremely bright, so I have to adjust at other places (diffuse, maybe a bit sun colour). Also specularity was a bit high at some places, but toning down specularExponent helped there a bit. And the new values helped m...
- 31 Mar 2016, 20:47
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
... I just feel that the lighting is quite off. ... Both unit and groundambient should be around 0.3, as that defines the brightness of completely shadowed areas. The shadow densities are better at [0.7,1.0], and the diffuse gets added to the ambient. Thanks for the tip! :-) I have to admit, that I...
- 30 Mar 2016, 23:37
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Re: Painted Badlands
Basic texturing was done with Springmapedit that doesn't allow for this :wink: But also the real painted desert has rather straight color bands: https://en.wikipedia.org/wiki/File:Painted_Desert_2_700px.jpg https://s-media-cache-ak0.pinimg.com/736x/9e/7f/5c/9e7f5c355d5d2b078d3eb0a8c11d448b.jpg http:...
- 30 Mar 2016, 23:21
- Forum: Map Releases
- Topic: Painted Badlands
- Replies: 24
- Views: 5439
Painted Badlands
After all the updating of maps, here's a new one. Wanted to try the the new Detail Normal Texture Splatting. Link to Springfiles Inspired by Painted Desert. Probably works for 3v3 up to 5v5. Includes the option to adjust the water level in 3 steps from dry to flooded (+ other usual map options from ...
- 30 Mar 2016, 21:46
- Forum: Map Releases
- Topic: Desert Needle Small
- Replies: 20
- Views: 5246
Re: Desert Needle Small
Updated on request also the 3.1 version to 3.2 including the updated mapoptions display widget which disables itself when ZK is detected.
- 29 Mar 2016, 23:38
- Forum: Map Creation
- Topic: Volumetric Ground Clouds
- Replies: 38
- Views: 7999
Re: Volumetric Ground Clouds
Just FYI: I noticed that the widget clashes with the map blueprint if the options "dawn" or "night" are used. Infolog error message: [f=0000000] Failed to load: gfx_volumetric_clouds.lua (error = 2, mapinfo.lua, error = 2, mapconfig/mapinfo/10_dawn.lua, [string "return mapin...
- 22 Mar 2016, 14:39
- Forum: Map Releases
- Topic: Two King of the Hill maps
- Replies: 31
- Views: 7852
King of the Hill maps Update
Updated King of the Hill game mode scripts of both maps: Simple 6 Way on springfiles Cage Fight on springfiles (detailed game mutator description on the springfiles pages) Updates for version 1.2: Fixed that BA fences (Dragon's Teeth and Fortification Wall) were recognized as units and could keep th...