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by Kuroneko
20 Feb 2007, 16:54
Forum: Game Releases
Topic: KuroTA v0.47 - this is an old thread, use the new 0.50 threa
Replies: 55
Views: 15535

Gunna have me a looooooooooooooooooooonnnnnngggggg hard look at this lot. Also i havent looked at it yet but i do hope u kept a record at all the credits etc.. Sadly, nearly all of the units in this mod I've had for years and the credits are long gone. I would be more than happy to add them if I kn...
by Kuroneko
20 Feb 2007, 02:07
Forum: Help & Bugs
Topic: Lobby server keeps dropping me
Replies: 11
Views: 673

Re: Lobby server keeps dropping me

does not compute hurr hurr windoze suxx am i rite Hey, I use XP. I just don't trust Vista yet, especially so soon after release, what with Micro$oft products being notorious for causing all sorts of yummy yummy problems immediately after release. No, I'll wait for a year or two before upgrading, th...
by Kuroneko
19 Feb 2007, 00:14
Forum: Game Releases
Topic: KuroTA v0.52 Released
Replies: 26
Views: 8768

KuroTA v0.52 Released

By popular demand, I'm releasing the current KuroTA build. More fixes, changes, and additions than I've remembered to document have been applied since 0.51. http://spring-portal.com/index.php/docm ... urota-v052 ---------------------- ================ ---------------------- New version today, which ...
by Kuroneko
29 Nov 2006, 20:38
Forum: Feature Requests
Topic: Enforced Moddownload
Replies: 12
Views: 1347

Tobi wrote:-1
by Kuroneko
12 Oct 2006, 01:03
Forum: AI
Topic: AAI 0.70 released - Win + Linux version included
Replies: 158
Views: 34179

Ahem, i was recently playing in Cathralda with AA 2.21H . Now, whenever i went to capture the bots unit construction building, or commander, the game would crash. I tryed it with plain AA2.21 and the same result occured. Is this an engine bug, or a bug with the AI or something? Sorry if this was po...
by Kuroneko
08 Oct 2006, 20:17
Forum: Help & Bugs
Topic: 16 player game bugs with graphics and error messages
Replies: 8
Views: 2074

I only see that corruption when it tried to load a texture that it does not have
by Kuroneko
05 Oct 2006, 17:01
Forum: AI
Topic: is minelayer AI posibble?
Replies: 24
Views: 4436

That makes an evenly spread and easily predictable minefield. A feature in Earth 2150 for minelayers was to select an area, and then select how much of the area was covered with mines (25, 50, 75, 100%) and it randly dropped them around. Quite handy, and confusing.
by Kuroneko
28 Sep 2006, 01:04
Forum: Off Topic Discussion
Topic: Mmm, whats your rig :O?
Replies: 34
Views: 2344

Too lazy to acctually include all of my machines, so heres just my primary units... [Main] 2.0 Ghz Athlon X2 64-bit 3800+ Nvidia 6800 512meg 2.0 GB 400mhz system memory BenQ FP747 LCD Monitor 560 GB HDD (total) DVD-Rom CD-RW [Server] 1.4 Ghz AMD Thunderbird Trio3D 4M AGP video card 512 266mhz system...
by Kuroneko
20 Sep 2006, 17:51
Forum: Feature Requests
Topic: New setting: canbetransported for buildings?
Replies: 26
Views: 2006

From KuroTA :) [UNITINFO] { UnitName=BOTHFURY; Version=1.2; Side=BOTH; Objectname=BOTHFURY; Designation=CP-RFT; Name=Fury; Description=Transportable Anti-Air Gun; FootprintX=2; FootprintZ=2; BuildCostEnergy=2015; BuildCostMetal=360; MaxDamage=765; MaxWaterDepth=0; MaxSlope=10; EnergyUse=0; BuildTime...
by Kuroneko
17 Sep 2006, 21:42
Forum: Feature Requests
Topic: Proper Aircraft Behavior
Replies: 60
Views: 6142

That's a workaround not a solution. Not really. You see, you defined your fighter's behavior as "Fire at Will", meaning that they will attack the first threat they come across. You'd need to change it to "Hold fire" or "Return Fire" if you wanted them to only attack th...
by Kuroneko
17 Sep 2006, 21:39
Forum: Help & Bugs
Topic: crash
Replies: 4
Views: 556

Re: crash

I get this error: http://img74.imageshack.us/img74/8927/errorxv0.jpg whenever I join a game, and it finishes loading, and where it would normally finish loading and go ingame, it crashes. And I did uninstall, delete everything, and re-install. It does the same thing on AA and EE, and on every map i...
by Kuroneko
17 Sep 2006, 02:06
Forum: Help & Bugs
Topic: Single Custom Unit
Replies: 3
Views: 661

Lindir The Green wrote:Yes, put it in your spring directory.

But make sure you take it out if you want to play online, or you will get sync errors.

eeyup, it'll load with every game you play while it's there
by Kuroneko
16 Sep 2006, 23:10
Forum: Engine
Topic: [for larger used of spring over the world] ;)
Replies: 26
Views: 2844

Spring isn't open source? o_O
by Kuroneko
16 Sep 2006, 23:07
Forum: Off Topic Discussion
Topic: Product test panel.com?
Replies: 2
Views: 413

Re: Product test panel.com?

Snipawolf wrote:Is it legit? For real?
http://www.ripoffreport.com/reports/ripoff174472.htm
by Kuroneko
16 Sep 2006, 23:06
Forum: Help & Bugs
Topic: Single Custom Unit
Replies: 3
Views: 661

Re: Single Custom Unit

Is there a way to use a custom unit without creating a new mod for it? I remember this being discussed earlier, but I can't seem to recall what the answer was anymore. You used to be able to put ufos in the main dir (I think), and it would auto load any files there. Or am I thinking of something el...
by Kuroneko
12 Sep 2006, 00:32
Forum: Off Topic Discussion
Topic: Help me with my Calculus
Replies: 18
Views: 1608

by Kuroneko
11 Sep 2006, 21:40
Forum: Off Topic Discussion
Topic: Help me with my Calculus
Replies: 18
Views: 1608

Re: Help me with my Calculus

Sheekel wrote:which is about Limits.
I think theres a hint there....



AAAaanyway, what is exactly the problem?
by Kuroneko
07 Sep 2006, 03:33
Forum: Off Topic Discussion
Topic: What do you think is cool? Pictures are appreciated!
Replies: 35
Views: 1892

Re: What do you think is cool? Pictures are appreciated!

Snipawolf wrote:Image
My friend has one of those.
by Kuroneko
07 Sep 2006, 01:42
Forum: Off Topic Discussion
Topic: One Must Fall 2097
Replies: 22
Views: 2177

I remember playing a demo of it off of the Tyrian CD :)
by Kuroneko
12 Aug 2006, 00:54
Forum: Game Development
Topic: is someone have using sucefully ta:k units in spring ?
Replies: 8
Views: 1462

the TA:K scripts were so totally different from TA scripts, that you'd need to rebuild them all from scratch. I know some have been converted.

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