Add the Dword BuildIconsFirst to Springs registry entries and set it to 1.
I guess it should be in settings.exe. JC, if you're not to tired of those construction workers keeping you from your sleep, would you care to add it?
Search found 374 matches
- 13 Sep 2006, 17:14
- Forum: Engine
- Topic: 0.73b1 test release 3
- Replies: 154
- Views: 16446
- 13 Sep 2006, 14:13
- Forum: Engine
- Topic: 0.73b1 test release 3
- Replies: 154
- Views: 16446
really?? i can't reproduce it.. * build some stuff * make sure you E usage != 0 * select everything (ctrl-a), and compare the E stats in the selection info with that in the resource bar. But there isn't any point in discussing bugs further untill JC has uploaded a new test build that actually conta...
- 13 Sep 2006, 14:08
- Forum: Engine
- Topic: Minor modification of the quit menu
- Replies: 12
- Views: 2090
- 13 Sep 2006, 13:54
- Forum: Engine
- Topic: 0.73b1 test release 3
- Replies: 154
- Views: 16446
Oh great, I installed the right exe on my pc, but I uploaded the installer from the release branch :oops: Sorry... re-uploading now It seems the exe in this installer is compiled from /trunk. (It has some features like BuildIconsFirst that aren't in /branches/073b1). Also there's some weird going o...
- 13 Sep 2006, 11:55
- Forum: Engine
- Topic: Minor modification of the quit menu
- Replies: 12
- Views: 2090
- 10 Sep 2006, 12:55
- Forum: Feature Requests
- Topic: Remove nat traversal
- Replies: 23
- Views: 2739
Sigh, why won't people listen to Tobi? In singleplayer Spring does not send any data to the outside world. It does use its internal network protocol to send orders from the client to the internal server. You are probably using an AI that is sending massive amounts of commands, causing Spring's inter...
- 10 Sep 2006, 12:47
- Forum: Feature Requests
- Topic: Put the "orders menu" AT THE END YOU EVIL..> PE
- Replies: 16
- Views: 1728
- 04 Sep 2006, 17:33
- Forum: Engine
- Topic: 0.73b1 test build
- Replies: 59
- Views: 9789
I think you've set the UnitIconDistance in settings.exe a bit too high by default. I myself have the distance at 150 (instead of 4000). Perhaps 200 would be good for a default value. And you can lower the max to 1000 or 2000 :). :edit1: When hosting a battle, I get the following error msg: \unitsync...
- 28 Aug 2006, 11:41
- Forum: Game Development
- Topic: XTA
- Replies: 325
- Views: 32609
- 28 Aug 2006, 11:31
- Forum: Engine
- Topic: Custom unit icons
- Replies: 127
- Views: 14787
Also, after some testing I've had difficulty (specifically, it don't bloody work) using anything but TGAs . TBH I haven't tried anything else except TGAs, but in principle DDS should also work. Can you give a bit more detailed description of what doesn't work? (i.e., does the bitmap appear to load,...
- 25 Aug 2006, 15:49
- Forum: AI
- Topic: Group AI help
- Replies: 6
- Views: 811
Basically, I don't want the user to be able to control individual units in the group. Ah, why didn't you say so in the first place :-). Well if you really don't want users giving individual units orders, I guess the best way to fix it is to change the AI interface a bit: * Have the GroupAI define a...
- 25 Aug 2006, 14:16
- Forum: AI
- Topic: Group AI help
- Replies: 6
- Views: 811
1: AFAIK there is no groupAI function that is called whenever a unit in the group receives a user order. You probably could determine when such an event has taken place by keeping track of aicb->GetCurrentUnitCommands(int unitid). But why would you do such a thing anyway? Pressing Q once to select t...
- 24 Aug 2006, 17:19
- Forum: Engine
- Topic: Compiling spring (mingw and visual studio 7/8)
- Replies: 581
- Views: 144595
- 23 Aug 2006, 18:13
- Forum: Engine
- Topic: Custom unit icons
- Replies: 127
- Views: 14787
- 23 Aug 2006, 12:48
- Forum: Engine
- Topic: Custom unit icons
- Replies: 127
- Views: 14787
Enemies will show up on radar as specific icons, depending on what they are- aircraft, ground vehicles, etc. Sorry, but that's not true. If your read the Wiki a bit more closely you would have found this passage: Furthermore, enemy units that are within radar range, but not in your Line Of Sight, w...
- 21 Aug 2006, 16:21
- Forum: AI
- Topic: new groupAI: MexUpgraderAI
- Replies: 7
- Views: 1649
This AI is mod independent. It searches for the unit that extracts the most metal, which not necessarily the best unit. I normally don't play AA, but I guess the armed mex extracts less metal than the moho. Upgrading geo's could also be done fairly easily (by replacing just two lines of code), but t...
- 19 Aug 2006, 12:27
- Forum: Off Topic Discussion
- Topic: Free C++ Compiler
- Replies: 10
- Views: 689
From the experience I have with both of them (which is a bit limited) I really can't tell which one is more beginner-friendly. Both have a professional look and feel, and have almost all the functions you could wish for. However, if you install MSVC Express you will also need to install .NET 2.0, wh...
- 18 Aug 2006, 17:25
- Forum: AI
- Topic: new groupAI: MexUpgraderAI
- Replies: 7
- Views: 1649
new groupAI: MexUpgraderAI
This groupAI will be in the next release, but for those of you who can't wait untill then, here it is!
Information:
http://taspring.clan-sy.com/wiki/MexUpgrader_AI
Get it here:
http://teake.home.fmf.nl/temp/mexupgrade.dll
and place it in spring_dir/aidll. Have fun :)
Information:
http://taspring.clan-sy.com/wiki/MexUpgrader_AI
Get it here:
http://teake.home.fmf.nl/temp/mexupgrade.dll
and place it in spring_dir/aidll. Have fun :)
- 16 Aug 2006, 16:20
- Forum: Engine
- Topic: Compiling spring (mingw and visual studio 7/8)
- Replies: 581
- Views: 144595
Installing the Platform SDK wasn't that bad after all. You only need the core files, and of those only the Build Envirenmont, which comes to 87mb. Compiling away with MVSC++ Express ... :) (I do get a lot of type mismatch warnings though). Btw, shouldn't the first page be updated a bit for MVSC++ Ex...
- 16 Aug 2006, 14:13
- Forum: Engine
- Topic: Compiling spring (mingw and visual studio 7/8)
- Replies: 581
- Views: 144595