Search found 630 matches
- 20 Dec 2010, 12:38
- Forum: Game Development
- Topic: Do units use these tag for movment or just construction?
- Replies: 6
- Views: 924
Re: Do units use these tag for movment or just construction?
It is defined in movedef.
- 19 Dec 2010, 16:50
- Forum: AI
- Topic: The corlab can assist??
- Replies: 9
- Views: 1780
Re: The corlab can assist??
It is just for button in GUI. Do not rely on it. For exmaple it can be used to set rally point for factory.Forboding Angel wrote:...canMove = true/false,
- 19 Dec 2010, 16:49
- Forum: AI
- Topic: The corlab can assist??
- Replies: 9
- Views: 1780
Re: The corlab can assist??
Building does not have movedef (UnitDef->movedata == NULL). But for example NOTA mod has movable defences: Hatrack (armmllt). It HAS movedef but max velocity is 0.001.
- 18 Dec 2010, 12:24
- Forum: Game Development
- Topic: Do units use these tag for movment or just construction?
- Replies: 6
- Views: 924
Re: Do units use these tag for movment or just construction?
maxWaterDepth & minWaterDepth of unitdef are used in GetAllowedTerrainHeight() only. For static units they are not tweaked. For mobile units (units with movedef): 1) with ship movement minWaterDepth is adjusted based on "depth" key 2) without ship movement maxWaterDepth is adjusted bas...
- 17 Dec 2010, 15:45
- Forum: Engine
- Topic: waterline tag
- Replies: 1
- Views: 786
Re: waterline tag
I would like to continue discussion cause topic is perfect.
What i want to know is what is taken as basis for vertical shifting of model: the bottom of the model or center of the model? Think in context of naval unit.
What i want to know is what is taken as basis for vertical shifting of model: the bottom of the model or center of the model? Think in context of naval unit.
- 17 Dec 2010, 15:02
- Forum: Engine
- Topic: how to build springlobby using msvc or c::b.
- Replies: 2
- Views: 422
Re: how to build springlobby using msvc or c::b.
I can give you MSVC2008 project file containing my efforts to compile SL under this compiler (will upload later). But i gave up cause i spent too much time with no positive result. Wish you luck. Also take a look at this branch: https://github.com/slogic/springlobby/tree/0.114-msvcfixes . There I st...
- 16 Dec 2010, 22:34
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133710
Re: Skirmish AI: E323AI 3.22.4
Umrug, you're right, there is a bug in threatmap calculation. Units with tag SUB are ignored for surface threatmap. And commander for example has LAND|SUB tags. I added this long ago and did not pay attention during tests. Fixed in master.
- 14 Dec 2010, 15:54
- Forum: AI
- Topic: What's reliable way to detect if unit has antiair weapon?
- Replies: 10
- Views: 2045
Re: What's reliable way to detect if unit has antiair weapon?
Thanx. Found at mod rules. Also found an outdated information that is was in sensors.tdf files long ago.
Well, i think i'm in a deadlock again like with Spring category tags because modInfo is not accessible via Legacy C++ API.
I see no way to 100% detect anti-air units.
Well, i think i'm in a deadlock again like with Spring category tags because modInfo is not accessible via Legacy C++ API.
I see no way to 100% detect anti-air units.
- 14 Dec 2010, 15:35
- Forum: AI
- Topic: What's reliable way to detect if unit has antiair weapon?
- Replies: 10
- Views: 2045
Re: What's reliable way to detect if unit has antiair weapon?
Based on my tests (SQUARE_SIZE * (1 << modInfo.losMipLevel) / modInfo.losMul) = 32. I don't understand where modInfo.losMul & modInfo.losMipLevel are set by game developer? Or are they constants really?
- 14 Dec 2010, 15:06
- Forum: Help & Bugs
- Topic: Crash When Units Enter View
- Replies: 3
- Views: 749
Re: Crash When Units Enter View
Update your Intel HD Graphics driver. Latest version is 8.15.10.2246. Yours: 8.15.10.2008.
- 14 Dec 2010, 14:01
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133710
Re: Skirmish AI: E323AI 3.22.4
E3232ai builds windgens on cometcatcher in v24, that can't be right :-) Because there is no WIND tag in categorization file for them. But the source code contains a switcher for units with this tag. I found this after switching to mentioned above categorization scheme. There are much more missed ta...
- 14 Dec 2010, 13:56
- Forum: AI
- Topic: What's reliable way to detect if unit has antiair weapon?
- Replies: 10
- Views: 2045
Re: What's reliable way to detect if unit has antiair weapon?
No, i can't: http://springrts.com/phpbb/viewtopic.php?f=15&t=22988 I just profiled (ud->airLosRadius / ud->losRadius) expression for all registered anti-air units and always get values < 1.0. Very strange. Looks like they are expressed in different items. EDIT From some lua widget: unit->realLos...
- 14 Dec 2010, 13:51
- Forum: Balanced Annihilation
- Topic: Epoch ship has improper waterline value
- Replies: 3
- Views: 815
Re: Epoch ship has improper waterline value
I thought "waterline" is connected with "floater" so unit does not sink.
Hm, then how can you explain why engine updates waterline from 5 to 15?
Hm, then how can you explain why engine updates waterline from 5 to 15?
- 14 Dec 2010, 12:29
- Forum: AI
- Topic: What's reliable way to detect if unit has antiair weapon?
- Replies: 10
- Views: 2045
Re: What's reliable way to detect if unit has antiair weapon?
Hm, i noticed all fbi files of anti-air units in BA have tags like these:
So, air sight distance of all anti-air units is 1.5x-2.x higher than usual sight distance. Can be used as additional trigger but also may give false positives.
Code: Select all
sightDistance=475;
airSightDistance=900;
- 14 Dec 2010, 12:05
- Forum: Balanced Annihilation
- Topic: Epoch ship has improper waterline value
- Replies: 3
- Views: 815
Epoch ship has improper waterline value
In aseadragon.fbi waterline = 5, while according to movedef min water depth is 15. Fortunately engine clever updates "waterline" value.
- 14 Dec 2010, 11:30
- Forum: AI
- Topic: What's reliable way to detect if unit has antiair weapon?
- Replies: 10
- Views: 2045
What's reliable way to detect if unit has antiair weapon?
Current algo is: if (weapon->def->tracks && !weapon->def->waterweapon && !weapon->def->stockpile && !weapon->def->canAttackGround) return true; But flak weapons are skipped. I have no access to "toairweapon" tag of weapons.tdf file. I was thinking about checking bal...
- 14 Dec 2010, 11:22
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133710
Re: Skirmish AI: E323AI 3.22.4
All these concerning NOTA gameplay? I did not test latest versions with NOTA and any other mod except BA due to lack of man power & time. Also config files for all mods except BA are not updated & i have no time to monitor other game changes. I'm already finished patch-categorization files s...
- 13 Dec 2010, 23:08
- Forum: Help & Bugs
- Topic: How can i reset chat position
- Replies: 5
- Views: 1022
Re: How can i reset chat position
I have same settings :/
- 13 Dec 2010, 23:01
- Forum: Help & Bugs
- Topic: Lobby works but Spring Game wont start all the way
- Replies: 10
- Views: 1388
Re: Lobby works but Spring Game wont start all the way
Reinstall Spring outside of "Program Files" then. For sure.
- 13 Dec 2010, 14:30
- Forum: Help & Bugs
- Topic: How can i reset chat position
- Replies: 5
- Views: 1022
How can i reset chat position
I'm playing Spring in windowed mode and my chat window slowly moves higher & higher. How can i reset its position?