Search found 1019 matches
- 30 Apr 2014, 10:18
- Forum: Game Development
- Topic: Unit script have a menu button to switch between weapons
- Replies: 62
- Views: 7929
Re: Unit script have a menu button to switch between weapons
Take a look at artillery units in S44. They have 2 weapons (HE and smoke shells), toggleable via UI button. And they use COB scripts. Any howitzer unit would do, for example gbr25pdr_stationary. Gadget responsible for the trick: unit_smokeshells.lua Relevant part is gadget:AllowCommand, it uses Spri...
- 13 Apr 2014, 17:01
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299343
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
From my work on NOTA Shard config, I also think something is wrong with idle unit detection. Maybe the engine can skip 'unit idle' event under certain conditions. Seems to happen to builders, but maybe happens to other unit types as well, with builders it's just more noticeable as they should normal...
- 11 Apr 2014, 08:23
- Forum: Feature Requests
- Topic: UnsyncedCtrl Lua Interface to have sight without units
- Replies: 11
- Views: 3082
Re: UnsyncedCtrl Lua Interface to have sight without units
We had to use invisible/unselectable units to emulate something much like this for binoculars function in S:44. It even works. Link to gadget (spotting unit is spawned on weapon hit, since the binoculars are a weapon). Of course our binoculars only reveal a small area, nothing like the full map, so ...
- 01 Apr 2014, 10:24
- Forum: Off Topic Discussion
- Topic: Mice
- Replies: 15
- Views: 1844
Re: Mice
Probably in the past someone complained that mouse stopped working without any apparent reason, so they added this popup. That's how many annoying features get into software.
- 24 Mar 2014, 22:39
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 118819
Re: Random WIP 2014+
Not currently intended for S44, but might find it's way in if the naval game is ever finished:
- 17 Mar 2014, 13:57
- Forum: Off Topic Discussion
- Topic: ------- ------- -------
- Replies: 48
- Views: 10537
Re: ------- ------- -------
Now they used some Unicode character (this one: ₪) to replace letter n. Those are humans, they can come up with new ways to fool the filter rather easily...
- 26 Feb 2014, 19:22
- Forum: Off Topic Discussion
- Topic: Banished
- Replies: 16
- Views: 3635
Re: Banished
So is that like Drawf Fortress meets the Settlers, minus the military part?
- 13 Feb 2014, 20:54
- Forum: AI
- Topic: enemy attack prediction
- Replies: 14
- Views: 3126
Re: enemy attack prediction
As far as I understand it, adding LoS info to Shard itself would be better performance-wise. After all, engine already has all that calculated. Not sure if c++ AIs can get it though.
- 08 Feb 2014, 20:12
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 118819
Re: Random WIP 2014+
Yet another S44 unit gets a texture:
- 21 Jan 2014, 07:42
- Forum: General Discussion
- Topic: Legal questions regarding money
- Replies: 9
- Views: 1251
Re: Legal questions regarding money
Looks like it's some kind of spambot making random responses in threads (search for it's posts and you'll see)
- 16 Jan 2014, 09:21
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 118819
Re: Random WIP 2014+
This model has no normal map. Some other models (tanks) do have them.
- 16 Jan 2014, 08:32
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 118819
Re: Random WIP 2014+
More S44 boats:
- 10 Jan 2014, 22:27
- Forum: Game Development
- Topic: melee and getting it right.
- Replies: 22
- Views: 2591
Re: melee and getting it right.
You can determine both incoming attack vector and current shield position in the same space (unit space in this case) if you control them from the defender's script . Basically units with shields should implement HitByWeapon, then GetPieceRotation/GetPiecePosDir of the shield and modify damage accor...
- 02 Jan 2014, 18:59
- Forum: Art & Modelling
- Topic: how to get Upspring to use my textures?
- Replies: 5
- Views: 1804
Re: how to get Upspring to use my textures?
How I do it (using GIMP): 1. Draw the texture, save as png 2. Open in GIMP, do Colors - Components - Decompose, select RGBA 3. Paint the alpha channel black (don't touch other channels) 4. Colors - Components - Recompose, select RGBA. Image will appear invisible, that's ok. 5. File - Export, save as...
- 30 Dec 2013, 11:23
- Forum: Off Topic Discussion
- Topic: I have stock in CFL /facepalm
- Replies: 19
- Views: 2301
Re: I have stock in CFL /facepalm
About edison-bulbs being illegal to manufacture: last year Russia banned 100W bulbs, so now they have bulbs rated at 95W (with a +/- 10% allowed error). Needless to say old 100W fit just nicely into that range, so they are the same bulbs, but rebranded. Another solution: the bulb can be named 'elect...
Re: NOTA 1.80
Same here. No starting units spawn in single player games, regardless if it's started from springlobby or from spring.exe directly.
NOTA 1.80, spring 95.0 on win7 64.
NOTA 1.80, spring 95.0 on win7 64.
- 07 Dec 2013, 08:05
- Forum: Spring: 1944
- Topic: been almost around a year?
- Replies: 10
- Views: 8703
Re: been almost around a year?
As far as I know current svn works pretty well with 95. Of course there i not much multiplayer testing (if any) these days, so there are probably still some bugs left.
- 29 Nov 2013, 12:51
- Forum: SpringLobby Client
- Topic: SpringLobby 0.274 released!
- Replies: 297
- Views: 204965
Re: SpringLobby 0.177 released!
Chat font: the settings seem to only apply to timestamp part, not the text. Example attached (chat font is set to Courier in preferences).
That's with 0.177, win7 64bit.
That's with 0.177, win7 64bit.
- 19 Nov 2013, 21:30
- Forum: Off Topic Discussion
- Topic: Bitcoin mining made easy
- Replies: 715
- Views: 248659
Re: Bitcoin mining made easy
It may work if the prices are set in some 'real' currency and bitcoin is only used for anonymous transaction. Like so: you see something you want and it costs N$. You buy whatever amount of bitcoins that equates N$ this very moment and immediately make the transaction. The seller then immediately co...
- 17 Nov 2013, 20:27
- Forum: Help & Bugs
- Topic: [ReturnFalse] deprecated field!
- Replies: 4
- Views: 746
Re: [ReturnFalse] deprecated field!
I had to fix a similar problem with S44 recently. The tags were in:
- LuaUI
- LuaRules
- *defs_post
Maybe you missed one of the above.
- LuaUI
- LuaRules
- *defs_post
Maybe you missed one of the above.