Search

Search found 530 matches

by SJ
20 Jun 2006, 19:08
Forum: Art & Modelling
Topic: Metal baseplate decals - V1 released!
Replies: 82
Views: 10890

It already supports transparency in alpha channel just fine
by SJ
17 Jun 2006, 22:13
Forum: Map Creation
Topic: IslandDivide - Autogenerated map
Replies: 42
Views: 5498

I havent really had time to work on this so its more or less unchanged since I created this map.
by SJ
16 Jun 2006, 19:04
Forum: General Discussion
Topic: Ch(e)ating
Replies: 48
Views: 8074

.nospectatorchat

Has been there a long time (0.5?), although only host can use it
by SJ
14 Jun 2006, 21:45
Forum: Engine
Topic: Probably the last 0.72b1 test installer
Replies: 29
Views: 2436

Hm yes I had inverted the paralyze damage time although it gave the same result for 10 seconds, so its quite logical that 20 sec -> 5 sec. Fixed now.
by SJ
07 Jun 2006, 19:44
Forum: Engine
Topic: Shield system: how are colors defined?
Replies: 25
Views: 3835

Its the same way that you give colors for sun etc in map smd file ie
ShieldGoodColor=0.3 0.3 0.9;
would be blueish
by SJ
01 Jun 2006, 12:06
Forum: Engine
Topic: Terrain flash effect on weapon impact (*might* be simple)
Replies: 10
Views: 985

If anyone actually bothered to look at the explosions they would see that there already is such an effect and has been since at least 0.5 .
by SJ
29 May 2006, 16:34
Forum: Game Releases
Topic: --== XTA v6.0 ==--
Replies: 150
Views: 28056

- 100 folded the commander costs, so he doesn't gain Experiance that fast!

This is kind of stupid it will make every enemy unit aim for the commander (although they already do that partially) and get huge amount of experience.
by SJ
29 May 2006, 08:39
Forum: Engine
Topic: We need a stronger red!
Replies: 107
Views: 13534

As smoth say he has sent me new versions of the teamtex textures where the team colored parts have been replaced by colors on the format x,0,x which i will then replace with colors teamcolor*x*1.5 on load time (1.5 might change).
by SJ
27 May 2006, 22:52
Forum: Map Creation
Topic: IceXuick's maps...
Replies: 62
Views: 8273

moon qx 20 does crash the game, 3 times so far for me. Im confident the developers will take a look, as one was in 2 of those games :D If you are refering to the "no rtti data" crash I just fixed that and it had nothing to do with the map, only killing a factory at exactly the wrong frame...
by SJ
25 May 2006, 15:00
Forum: General Discussion
Topic: How is weapon colour determined
Replies: 32
Views: 4123

The exact conversion is float3 CWeaponDefHandler::hs2rgb(float h, float s) { if(h>0.5) h+=0.1f; if(h>1) h-=1; s=1; float invSat=1-s; float3 col(invSat/2,invSat/2,invSat/2); if(h<1/6.0){ col.x+=s; col.y+=s*(h*6); } else if(h<1/3.0){ col.y+=s; col.x+=s*((1/3.0-h)*6); } else if(h<1/2.0){ col.y+=s; col....
by SJ
12 May 2006, 18:18
Forum: Off Topic Discussion
Topic: First SupCom Video: ChrisT's Second Coming, on Tape
Replies: 103
Views: 17439

Well I think it does quite a few other things better than Spring also Fizwizz no need to get unrealistically Spring patriotic, but of course Spring will probably be a lot better in a year or so when SupCom is released. As for death animations Fnordia and I fixed the basics for that about a week ago ...
by SJ
12 May 2006, 17:31
Forum: Map Creation
Topic: IslandDivide - Autogenerated map
Replies: 42
Views: 5498

IslandDivide - Autogenerated map

Well not quite autogenerated but I modified the map generator for the old spring a bit to be able to generate maps for taspring. Currently the work path looks like 1: Create two (small) images describing how you want the map to look, the first one contains Red: Average height Green: Unused but will ...
by SJ
10 May 2006, 23:34
Forum: Game Releases
Topic: Expand & Exterminate .155 Released!
Replies: 817
Views: 105703

If the commander isnt buildable somewhere I think it should have its cost reduced so that everything wont prioritize it for targetting quite so much.
by SJ
30 Apr 2006, 22:38
Forum: Engine
Topic: Minor Topic - Reclaiming
Replies: 22
Views: 2673

Only one unit at a time can reclaim from a wreckage so it doesnt matter much (to prevent the 50 con planes reclaiming a battleship wreck in a second tactic)
by SJ
27 Apr 2006, 17:14
Forum: Engine
Topic: ".give all" command
Replies: 5
Views: 875

Ok I added an all switch to .give

http://taspring.clan-sy.com/temp/screen002.jpg
by SJ
25 Apr 2006, 22:53
Forum: Engine
Topic: any way to get the experience value in the script?
Replies: 15
Views: 1072

Experience only affects accuracy by scaling the accuracy and sprayangle parameters so it would probably be a lot easier to change these then messing with some default experience. The cap for accuracy improvement is 90% reduction of (in)accuracy (reached at infinite experience) Spring shouldnt give s...
by SJ
25 Apr 2006, 18:56
Forum: Engine
Topic: any way to get the experience value in the script?
Replies: 15
Views: 1072

Experience affects accuracy among other things...
by SJ
21 Apr 2006, 18:09
Forum: Engine
Topic: Free Professional Assistance with finding bugs in the source
Replies: 41
Views: 7150

UnitDefHandler contains ud.movedata=0; if(ud.canmove && !ud.canfly && ud.type!="Factory"){ string moveclass=tdfparser.SGetValueDef("", "UNITINFO\\MovementClass"); ud.movedata=moveinfo->GetMoveDataFromName(moveclass); which clearly makes it non null for t...
by SJ
20 Apr 2006, 19:00
Forum: Engine
Topic: Water rendering
Replies: 150
Views: 28172

bamb: Yes I have to agree that it looks small scale although im not 100% sure exactly why. Probably because the waves adds up lineary too well, in which case im not sure how to fix it.

No one noticed the new movie of it btw ?
by SJ
20 Apr 2006, 17:07
Forum: Engine
Topic: Free Professional Assistance with finding bugs in the source
Replies: 41
Views: 7150

Hm the coverity report contains false positives I would say. For example the id=10 one says that At conditional (5): "(ud)->canmove != 0" taking true path At conditional (6): "(ud)->canfly == 0" taking true path At conditional (7): "std::operator !=<char, std::char_traits<ch...

Go to advanced search