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by sprunk
28 Mar 2018, 11:13
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 17185

Re: Faking steep cliffs

You'd need to handle terrain deformation for those areas, somehow.
by sprunk
06 Feb 2018, 17:17
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 11
Views: 9092

Re: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"

It changes how often the weapon calls script AimWeapon (the maximum value). The default value is 15 frames (0.5s).
by sprunk
21 Jan 2018, 08:36
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 11826

Re: MO_PreventCombomb possible rework

there is currently no way to declare that "everyone lost"
Return Gaia? Fails for PvE mods but BA isn't one.
by sprunk
03 Jan 2018, 19:22
Forum: Game Development
Topic: what are the hard limitations of this engine?
Replies: 15
Views: 9303

Re: what are the hard limitations of this engine?

Map incline is indeed limited to 90' but if you just want bridges/overhangs for visuals they can be faked.
by sprunk
03 Jan 2018, 19:13
Forum: Lua Scripts
Topic: How to set a building-unit into placement mode
Replies: 5
Views: 2574

Re: How to set a building-unit into placement mode

SetCommandActive I assume you're talking about SetActiveCommand. How are you using it? This shouldn't work: Spring.SetActiveCommand(-UnitDefNames.peewee.id) Try this instead: local cmdIndex = Spring.GetCmdDescIndex(-UnitDefNames.peewee.id) Spring.SetActiveCommand(cmdIndex) Or: Spring.SetActiveComma...
by sprunk
29 Nov 2017, 14:36
Forum: Art & Modelling
Topic: Random WIP 2017
Replies: 69
Views: 53066

Re: Random WIP 2017

The mech looks cool, is there a texture?
by sprunk
22 Nov 2017, 18:34
Forum: Engine
Topic: Removing SM3 support
Replies: 11
Views: 3406

Re: Removing SM3 support

I support removal.
by sprunk
27 Oct 2017, 11:41
Forum: Balanced Annihilation
Topic: BA sea balance
Replies: 27
Views: 14348

Re: BA sea balance

a map design feature, alowing the creator of the map to decide whether they want land-based or water-based mexes Do you mean underwater- and surface-? In this case you still need a modside default for existing sea maps. Back when CA had the first sea revamp the changes were roughly: * regular mexes...
by sprunk
20 Oct 2017, 12:16
Forum: Engine
Topic: Maintenance branch
Replies: 20
Views: 8310

Re: Maintenance branch

I suggested to let games(zk) handle this: https://github.com/ZeroK-RTS/Zero-K/issues/2535 I think this is better since the GL changes will be tested If you let ZK handle it then ZK just stays at 104.0 for a while and the GL changes will not be tested. Note that with maintenance branch they do not g...
by sprunk
06 Oct 2017, 15:15
Forum: Linux
Topic: Packaging 104 for Debian: shared libraries
Replies: 4
Views: 6519

Re: Packaging 104 for Debian: shared libraries

Squish appears to have been pwnt.
by sprunk
06 Oct 2017, 15:02
Forum: Game Development
Topic: New Game
Replies: 4
Views: 1624

Re: New Game

You might have more luck if you specify what you have to offer.
by sprunk
22 Sep 2017, 19:46
Forum: Feature Requests
Topic: independent 'clan' or 'skill' ts count for better balance
Replies: 15
Views: 12769

Re: independent 'clan' or 'skill' ts count for better balance

You can have the system output rough balance quality without revealing precise TS values.
by sprunk
18 Sep 2017, 16:27
Forum: General Discussion
Topic: Changes to moderation & lobbyserver
Replies: 16
Views: 11211

Re: Changes to moderation & lobbyserver (split)

Effectively, a botflag has become a "trusted semi-automated helpful user" flag. I thought the bot flag does more than just bandwidth limit, in this case it sounds fine to have them together (the name could reflect this new state of affairs but that's a minor cosmetic thing). You aren't be...
by sprunk
18 Sep 2017, 14:54
Forum: General Discussion
Topic: Changes to moderation & lobbyserver
Replies: 16
Views: 11211

Re: Changes to moderation & lobbyserver

Hosts that do not have a botflag will be limited to 10 players. I think it's a bad idea to tie this to the existing bot flag. * what if I want to host a 6v6 manually? I am not a bot so giving me the bot flag is inappropriate, especially since the wikipage also says Note: A botflagged user account s...
by sprunk
13 Sep 2017, 20:43
Forum: General Discussion
Topic: Terrible collisions pathfinding and targetting
Replies: 10
Views: 6031

Re: Terrible collisions pathfinding and targetting

Is there something like /debugcolvol for pathing/targeting or some other tool to help nail those issues down? debugpath (alt+P) for pathing. For targeting: /debugcolvol already shows a red dot for aim-at pos (if it's different from mid pos - the purple dot), yellow dots for each weapon's aim-from p...
by sprunk
13 Sep 2017, 16:35
Forum: Ingame Community
Topic: OverKillHost1 Moderator Feedback - ADOLF
Replies: 72
Views: 27893

Re: OverKillHost1 Moderator Feedback - ADOLF

Forboding Angel wrote:What the fuck? Excuse me? You better fucking check yourself
If you want people to be less verbally aggressive it might help if you lead by example.
by sprunk
08 Sep 2017, 13:11
Forum: Balanced Annihilation
Topic: Questions about BA
Replies: 31
Views: 16351

Re: Questions about BA

-call UnitMoveFailed event only for via Script.SetWatchUnit registered UnitDefs -- This one seems to be really relevant According to a quick github search there are no gadgets in BA that rely on this call-in at the moment, though that does not necessarily mean that it was not relevant (perhaps one ...
by sprunk
06 Sep 2017, 18:58
Forum: Ingame Community
Topic: OverKillHost1 Moderator Feedback - ADOLF
Replies: 72
Views: 27893

Re: OverKillHost1 Moderator Feedback - ADOLF

I don't know the guy but his name itself raises more red flags than 1956 China.
by sprunk
22 Aug 2017, 13:07
Forum: SpringBoard
Topic: Reliably setting feature and unit IDs on creation
Replies: 21
Views: 15289

Re: Reliably setting feature and unit IDs on creation

Asking that IDs are both choose-able and permanent with 100% reliability is not compatible with asking that they are also unique; the engine has to have the option to say "sorry, the ID you want is already in use" This wouldn't be a problem if you could recycle the ID immediately, without...
by sprunk
21 Aug 2017, 18:59
Forum: SpringBoard
Topic: Reliably setting feature and unit IDs on creation
Replies: 21
Views: 15289

Re: Reliably setting feature and unit IDs on creation

The delay makes any solution very inelegant though. Blinking out of existence (even for 3 frames) can have minor gameplay consequences but, more importantly, is just very unpolished visually and looks like a bug. What if Spring.DestroyUnit had an extra boolean parameter that just hard-removed the un...

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