Search found 530 matches
- 20 Jun 2006, 19:08
- Forum: Art & Modelling
- Topic: Metal baseplate decals - V1 released!
- Replies: 82
- Views: 10890
- 17 Jun 2006, 22:13
- Forum: Map Creation
- Topic: IslandDivide - Autogenerated map
- Replies: 42
- Views: 5498
- 16 Jun 2006, 19:04
- Forum: General Discussion
- Topic: Ch(e)ating
- Replies: 48
- Views: 8074
- 14 Jun 2006, 21:45
- Forum: Engine
- Topic: Probably the last 0.72b1 test installer
- Replies: 29
- Views: 2436
- 07 Jun 2006, 19:44
- Forum: Engine
- Topic: Shield system: how are colors defined?
- Replies: 25
- Views: 3835
- 01 Jun 2006, 12:06
- Forum: Engine
- Topic: Terrain flash effect on weapon impact (*might* be simple)
- Replies: 10
- Views: 985
- 29 May 2006, 16:34
- Forum: Game Releases
- Topic: --== XTA v6.0 ==--
- Replies: 150
- Views: 28056
- 29 May 2006, 08:39
- Forum: Engine
- Topic: We need a stronger red!
- Replies: 107
- Views: 13534
- 27 May 2006, 22:52
- Forum: Map Creation
- Topic: IceXuick's maps...
- Replies: 62
- Views: 8273
- 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....
- 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 ...
- 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 ...
- 10 May 2006, 23:34
- Forum: Game Releases
- Topic: Expand & Exterminate .155 Released!
- Replies: 817
- Views: 105703
- 30 Apr 2006, 22:38
- Forum: Engine
- Topic: Minor Topic - Reclaiming
- Replies: 22
- Views: 2673
- 27 Apr 2006, 17:14
- Forum: Engine
- Topic: ".give all" command
- Replies: 5
- Views: 875
- 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...
- 25 Apr 2006, 18:56
- Forum: Engine
- Topic: any way to get the experience value in the script?
- Replies: 15
- Views: 1072
- 21 Apr 2006, 18:09
- Forum: Engine
- Topic: Free Professional Assistance with finding bugs in the source
- Replies: 41
- Views: 7150
- 20 Apr 2006, 19:00
- Forum: Engine
- Topic: Water rendering
- Replies: 150
- Views: 28172
- 20 Apr 2006, 17:07
- Forum: Engine
- Topic: Free Professional Assistance with finding bugs in the source
- Replies: 41
- Views: 7150