Search found 295 matches
- 01 Mar 2014, 19:29
- Forum: Map Creation
- Topic: Green River Confluence
- Replies: 38
- Views: 12819
Re: Green River Confluence
I remembered Beherith made a really nice retexture of this map (with ssmf and lighting/atmosphere/water settings), and finally packaged it together. Took the opportunity to make the metal map configurable as well. http://springfiles.com/spring/spring-maps/green-river-confluence https://dl.dropboxuse...
- 01 Mar 2014, 08:02
- Forum: Map Creation
- Topic: lua geovent decals?
- Replies: 3
- Views: 1340
Re: lua geovent decals?
never mind. just adapted cheesecan's lua metal spot widget to the purpose
if anyone wants it, it's here:
https://github.com/zoggop/SpringLuaGeoVents
if anyone wants it, it's here:
https://github.com/zoggop/SpringLuaGeoVents
- 01 Mar 2014, 03:23
- Forum: Map Creation
- Topic: lua geovent decals?
- Replies: 3
- Views: 1340
lua geovent decals?
Has someone already written a lua thing that paints a texture on the ground where the geovent features are, like some have done with metal spots? If not, I'm guessing it wouldn't be too hard to adapt the metal spot one. (Since we already have the exact coordinates. There's no need to find spots.)
- 28 Feb 2014, 11:30
- Forum: Map Releases
- Topic: Deserted Third
- Replies: 10
- Views: 2885
Re: Deserted Third
v3! goal of this map seems to be the blingiest metal spots
- 25 Feb 2014, 10:26
- Forum: Map Releases
- Topic: Deserted Third
- Replies: 10
- Views: 2885
Re: Deserted Third
and then i turned off advmapshading and hit f1 where i found HEIGHTMAP STEPPING (of the 8bit variety). i forgot mapconv only likes .raw for 16 bit
fixed in springfiles upload (v2 now)
fixed in springfiles upload (v2 now)
- 25 Feb 2014, 07:44
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3506
Re: blob guard
i think so? we'll see, i may have started a few too many spring projects recently
- 25 Feb 2014, 07:26
- Forum: Map Releases
- Topic: Deserted Third
- Replies: 10
- Views: 2885
- 24 Feb 2014, 17:36
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 118814
Re: Random WIP 2014+
you're right--i didn't want to overdo the color vividness, but it could use a bit more (and less fugly metal spots). can't do better on its terms, but can make something w/o prebaked shadows and specularity and with ssmf
- 24 Feb 2014, 12:24
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 118814
- 22 Feb 2014, 01:09
- Forum: AI
- Topic: Does AAI still work for something?
- Replies: 17
- Views: 3783
Re: Does AAI still work for something?
I like that it says it is learning... I really like the idea. Funniest part about its learning I've found is if you attack it with air on a map for a few games, it will spam AA. Er, much to its detriment. an AI that is capable to play a nice endgame with lvl3 units and stuff... my feeling is, that ...
- 20 Feb 2014, 11:42
- Forum: Balanced Annihilation
- Topic: BAR subforum?
- Replies: 30
- Views: 7219
Re: BAR subforum?
haha, glad someone got it
- 19 Feb 2014, 20:13
- Forum: Balanced Annihilation
- Topic: BAR subforum?
- Replies: 30
- Views: 7219
Re: BAR subforum?
Springtime for Robots
- 19 Feb 2014, 06:56
- Forum: Balanced Annihilation
- Topic: Name suggestions for the BA remake
- Replies: 283
- Views: 65242
Re: Name suggestions for the BA remake
it does, thank godPithikos wrote:Why not plain Beyond Reason? Beyond All Reason sounds a bit comical.
- 19 Feb 2014, 02:03
- Forum: Balanced Annihilation
- Topic: Name suggestions for the BA remake
- Replies: 283
- Views: 65242
Re: Name suggestions for the BA remake
not bad, Beyond All Reason is very game-namey yet not utterly cliched, and it's not wallowing in the obvious or the franchise (doesn't include the words robot, metal, or annihilation). also the game really is beyond all reason, so it's kind of perfect.
- 18 Feb 2014, 21:01
- Forum: Balanced Annihilation
- Topic: Name suggestions for the BA remake
- Replies: 283
- Views: 65242
Re: Name suggestions for the BA remake
Throwing Bloom Shader
Totally Not Left Behind
Laser Us
Sins of a Subterranean Canine
3D-Guns
Totally Not Left Behind
Laser Us
Sins of a Subterranean Canine
3D-Guns
- 18 Feb 2014, 17:25
- Forum: Balanced Annihilation
- Topic: Name suggestions for the BA remake
- Replies: 283
- Views: 65242
Re: Name suggestions for the BA remake
we all knew this was coming from http://springrts.com/phpbb/viewtopic.php?f=44&t=31601 Paranoid Robots VII: The Second Conspiracy Robot Vs Robot My Little Robot Robots And You The More Robots You Know Explosive Commander Better than Torching Plastic Army Men Robot CRUSH The Picture of Arm Core A...
- 17 Feb 2014, 20:03
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299319
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
looks like raaar's build plan checking is more efficient, but only checks for overlapping build plans of the same unitname. also buildsitehandler is intimately linked with turtlehandler , which keeps track of where to put defenses. anyway, all this work you've done, raaar, makes me tempted to conver...
- 17 Feb 2014, 02:13
- Forum: Lua Scripts
- Topic: blob groups
- Replies: 3
- Views: 1084
Re: blob groups
How to use this widget? I installed it and even tryed to bind areaguard Areaguard is for a seperate but related widget https://github.com/zoggop/SpringBlobGuardWidget (in an even less completed state). This one only responds to units in groups. Also looks like widget don''t respects SHIFT(queueing)...
- 13 Feb 2014, 23:58
- Forum: AI
- Topic: enemy attack prediction
- Replies: 14
- Views: 3126
Re: enemy attack prediction
But LOS is an area and unit positions are points. Is there a fucntion to get that area other than manually checking all map? checking each unit's sight, radar, and sonar radii, and creaing a quad map with circular fill: https://github.com/zoggop/Shard/blob/master/data/ai/BA/loshandler.lua (of cours...
- 13 Feb 2014, 18:36
- Forum: AI
- Topic: enemy attack prediction
- Replies: 14
- Views: 3126
Re: enemy attack prediction
how reachable are low-defense high-eco positions from the immediate-movegoal of the hostile blob. i like this. i think i'll combine this with if the hostiles movegoal is behind my "lines" (perpendicular to the angle from one of my base blobs to their unit's position). i've already got a t...