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by SJ
11 Nov 2005, 22:39
Forum: Art & Modelling
Topic: stiffness.
Replies: 11
Views: 2770

Any sort of check takes time, might be better to create a #of teams +1 team and assign map stuff to that.
by SJ
06 Nov 2005, 21:04
Forum: Game Development
Topic: XTA - for Original TA???
Replies: 6
Views: 684

The one on the SY homepage is really old, the one in spring wouldnt be that good for TA since we had to rebalance a lot of stuff. I uploaded the last one we SYs played internally to http://taspring.clan-sy.com/temp/rev31.gp3 although that one is still nearly a year old.
by SJ
31 Oct 2005, 21:28
Forum: AI
Topic: NTAI 0.26 + Other goodies
Replies: 19
Views: 2361

Since altani are the one that compiled the spring.exe altani are the one that have the .pdb file connected to it (you saved it right?) and therefore altani are the only one that will be able to see what the bug reports says. Therefore all bug reports created when using an exe compiled by altani must...
by SJ
31 Oct 2005, 15:37
Forum: General Discussion
Topic: New lead programmer
Replies: 84
Views: 10715

Ok the best solution seems to be to let Zaphod take over administrating the code part of the project. I have made him an admin here and at the sourceforge project. As some sort of advice I would say that you should analyze/test the performance impact of any larger changes in the code since its alrea...
by SJ
31 Oct 2005, 15:26
Forum: Map Creation
Topic: Less metal. Cmon!
Replies: 47
Views: 3441

I think you can go lower than that Wannes, many popular TA maps like GOW,GPP had about 10-20 metal per team (GOW was like 7-8 metal per team + some stones). Some others like PD had a bit more but then the metal is so spread out that its hard to keep 1/4 of the map extracted.
by SJ
30 Oct 2005, 22:18
Forum: Engine
Topic: Models
Replies: 190
Views: 24784

Has anyone managed to produce any usefull models in the new format ?
Could be interesting to test with.
by SJ
28 Oct 2005, 18:00
Forum: General Discussion
Topic: New lead programmer
Replies: 84
Views: 10715

New lead programmer

I start working for Paradox interactive from tuesday and dont expect to spend a lot of time on Spring after that (although I might still spend some time coding stuff that interest me personally). So there is need for someone else to step up and act as lead programmer, fixing found bugs, updating xta...
by SJ
28 Oct 2005, 10:21
Forum: Help & Bugs
Topic: targetMoveError
Replies: 4
Views: 572

It adds a fraction of the targets speed (per second) as a random error to the targetting. So if the target moves 50 units per second and the targetmoveerror is 0.5 a random error of 25 will be added to the target position.
by SJ
27 Oct 2005, 11:47
Forum: Ingame Community
Topic: A Tournament!
Replies: 111
Views: 17051

Ok here it is until you find something better http://taspring.clan-sy.com/temp/final.bmp.
by SJ
26 Oct 2005, 22:52
Forum: Engine
Topic: Models
Replies: 190
Views: 24784

Strictly speaking the textures doesnt need to be in dds format its just that if you use something else you will likely run out of texture memory before long (if you arent lucky and have a 256mb gfx card).
by SJ
25 Oct 2005, 14:02
Forum: General Discussion
Topic: Making water look sexy
Replies: 17
Views: 1327

It does, although it uses another fresnel curve than true water.
by SJ
25 Oct 2005, 13:59
Forum: Map Creation
Topic: Map texture image formats.
Replies: 23
Views: 3761

The thing is that all modern gfx cards support dxt compressed textures in hardware meaning you can keep the texture compressed right until its put up on the screen. With jpeg compression you would have to decompress it on the cpu and then store the unpacked version in memory.
by SJ
25 Oct 2005, 09:03
Forum: Map Creation
Topic: Searching: Heightmap tools
Replies: 11
Views: 812

World machine(+terragen for texture) is what I used for the small divide map, worked kind of well i think. To bad one can only do 8x8 maps without the commersial version.
by SJ
25 Oct 2005, 08:55
Forum: Engine
Topic: Alternative LOS method
Replies: 20
Views: 3163

Well if you go by that method you will either have to remove the "los" part of los (not seeing through mountains) or take a very large cpu hit.
by SJ
25 Oct 2005, 00:47
Forum: Engine
Topic: Map Features using Texture Space
Replies: 5
Views: 696

Well when we introduce the new unit format each unit will have its own texture space so it will no longer be a problem. BTW Yeha seems to have problems finding someone to beta test his 3ds studio plugin for creating units in new format so if anyone is interested you should contact him.
by SJ
24 Oct 2005, 16:52
Forum: Engine
Topic: Source Code Contribution: AI Scripting Platform & Interf
Replies: 20
Views: 1381

Just download boost from boost.org and add the include directory in the boost folder to the include folders that visual looks in.
by SJ
24 Oct 2005, 12:02
Forum: Map Creation
Topic: Less metal. Cmon!
Replies: 47
Views: 3441

Its not only starfish isle, nearly all maps created have too much metal for my taste. Even conversions of old TA maps often have their resource content upped 50% for some reason (Although there is exceptions).
by SJ
24 Oct 2005, 11:40
Forum: Engine
Topic: Source Code Contribution: AI Scripting Platform & Interf
Replies: 20
Views: 1381

Most keys are already switchable in uikeys.txt, in the new gui they should all be definable (if jou.. ever finishes it) Rotatable buildings would be possible with some work if you limit it to 90 degree rotations. I dont think anyone is working on rotatable buildings although a new gui is in the work.
by SJ
18 Oct 2005, 18:01
Forum: News
Topic: New version, 0.65b1
Replies: 39
Views: 12277

could we have a exact clarification on diminishing MM returns? is it logarithmic or more of a straight line
Neither,

Code: Select all

metalMakerEfficiency=8./(8.+max(0,sqrt(metalMakerIncome/gs->activeTeams)-4));
metalMakerIncome=total income from metalmakers on all teams before multiplying with efficiency.
by SJ
18 Oct 2005, 08:59
Forum: General Discussion
Topic: suggestions
Replies: 10
Views: 777

I think its because it popups a new window saying download complete, only it sometimes seems to be a "popunder" so you will have to move around the other windows to find it (and the other windows doesnt respond until you have clicked ok in it).

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