Search found 242 matches
- 03 Mar 2015, 12:12
- Forum: Map Creation
- Topic: Maps/Ideas for Menu Backgroud
- Replies: 35
- Views: 7708
- 03 Mar 2015, 09:46
- Forum: Engine
- Topic: Overlay transition speed
- Replies: 8
- Views: 1522
Re: Overlay transition speed
yes, meant that.Is 99-375 a typo of 98.0.1-375?
- 03 Mar 2015, 09:13
- Forum: Feature Requests
- Topic: Projectile lua powerful enough for savegame.
- Replies: 4
- Views: 1054
Re: Projectile lua powerful enough for savegame.
Those could be useful for other stuff too: - Spring.GetProjectileTeam(projectileID) -> returns teamID that this proj. belongs to - Spring.GetProjectileShooter (projectileID) -> returns unitID that shot the proj. - Spring.SpawnProjectile - take projectileID as parameter -Spring.GetProjectilesIn[Cylin...
- 03 Mar 2015, 08:14
- Forum: Engine
- Topic: Overlay transition speed
- Replies: 8
- Views: 1522
Re: Overlay transition speed
I tried to reproduce but switching between views was always "instantly" for me. Assuming "enable heightmap" means the F1 LSD view. Actually when I press L (LOS view) and then hold F1 (heightmap view) the modes toggle so fast that it becomes a flickering. On bigger maps (or in rep...
- 03 Mar 2015, 07:21
- Forum: Game Development
- Topic: List of stuff we will need for single player.
- Replies: 12
- Views: 2111
Re: List of stuff we will need for single player.
a start button
- 28 Feb 2015, 21:00
- Forum: Map Creation
- Topic: problem with map creation with LUA mapinfo [solved]
- Replies: 8
- Views: 1514
Re: problem with map creation with LUA mapinfo
works normal for me.
things to try:
-different settings / posting your settings
-typing into chat:
/luaui disable
/cheat
/luarules disable
-removing Lua stuff from your map (esp. the gfx things)
things to try:
-different settings / posting your settings
-typing into chat:
/luaui disable
/cheat
/luarules disable
-removing Lua stuff from your map (esp. the gfx things)
- 27 Feb 2015, 19:04
- Forum: Feature Requests
- Topic: True dual monitor support
- Replies: 20
- Views: 7905
Re: True dual monitor support
they always are
still interessting feature (if...) and would like to know if someone had more success to get it working.
still interessting feature (if...) and would like to know if someone had more success to get it working.
- 27 Feb 2015, 18:57
- Forum: Feature Requests
- Topic: True dual monitor support
- Replies: 20
- Views: 7905
Re: True dual monitor support
a thread about dual screen in spring 98 https://springrts.com/phpbb/viewtopic.php?f=11&t=32632&p=562250&hilit=dual#p562160 with spring testversion 98.0.1-375 I only managed to have minimap on one screen, pure white on other screen. Not sure if bug or wrong settings, only tested briefly. ...
- 26 Feb 2015, 22:44
- Forum: Bounty Offers
- Topic: [DONE] Spring.LoadMap
- Replies: 45
- Views: 21654
Re: [Funded] Spring.LoadMap
thanks...Not real worth a featurerequest when atm it does not hinder anything.
I was just wondering how my startscripts could be shorter.
Playernames seem not strictly required, still works when removing those:
MyPlayerName=me;
Name=me;
(defaults to "UnnamedPlayer")
I was just wondering how my startscripts could be shorter.
Playernames seem not strictly required, still works when removing those:
MyPlayerName=me;
Name=me;
(defaults to "UnnamedPlayer")
- 26 Feb 2015, 19:24
- Forum: Map Releases
- Topic: Chicken Map Initiative
- Replies: 7
- Views: 1509
Re: Chicken Map Initiative
Idea is that players have to expand more and build in more different places? Imo that is difficult because the way BA works it is better to porc in one location vs chicken: It is big advantage to have all buildpower in one place, wreckage can be reclaimed, eco is protected,... That is why in chicken...
- 26 Feb 2015, 19:07
- Forum: Game Development
- Topic: (in-) engine menu
- Replies: 98
- Views: 17475
Re: (in-) engine menu
Why this strange priority and why can not both be discussed...
With no good way to actually bring the stuff to players in foreseeable-ish future, continuing with singleplayer content does to me not seem worthwhile.
With no good way to actually bring the stuff to players in foreseeable-ish future, continuing with singleplayer content does to me not seem worthwhile.
- 26 Feb 2015, 18:50
- Forum: Balanced Annihilation
- Topic: SNiper is too god
- Replies: 13
- Views: 5933
Re: SNiper is too god
snipers seem more an FFA-thing to me, but I do not play so many big games. But at least these two things I agree with: all metal sent to 5th layer of hell by magical mythic unit For example a HLT is one-shoted or two-shoted by sniper and no wreckage remains. So even if you killed the snipers, it is ...
- 26 Feb 2015, 18:16
- Forum: Game Development
- Topic: (in-) engine menu
- Replies: 98
- Views: 17475
Re: (in-) engine menu
I see no examples in first post of this thread. sth. like: menu point "games", i.e. select the game "ba", click "switch to ba". the same as it works with the "launcher". only difference to the launcher basicly is, that there are a lot of other menu entries So ...
- 26 Feb 2015, 18:10
- Forum: XTA
- Topic: Fleabowl 2.0
- Replies: 4
- Views: 6393
Re: Fleabowl 2.0
https://code.google.com/p/xta-springrts/source/browse/branches/nonrelease_stuff/broken_and_unused_stuff/luarules/gadgets/unit_spawner.lua#119 Here spawner checks which team to use for fleas. It should also disable itself if no bot is added, just to be safe. Sounds: Combing through current sounds\ fo...
- 26 Feb 2015, 17:49
- Forum: Game Development
- Topic: (in-) engine menu
- Replies: 98
- Views: 17475
Re: (in-) engine menu
Do you not understand that some games want to do their own singleplayer menu? Yes...? I've mentioned lobby "branding", "customization", as well as games rolling their own in multiple posts so far. And still be "part of spring", without silly game-installers? And yet I ...
- 26 Feb 2015, 17:32
- Forum: XTA
- Topic: Fleabowl 2.0
- Replies: 4
- Views: 6393
Re: Fleabowl 2.0
Imo only the "survival mode" is interessting and worth maintaining. The original stuff (from OTA) seems more like limitations of OTA, in spring we do not need "9 AI:s are allied", instead can just spawn more units. :wink: Enabling by adding AI is best imo: -all lobbies can do it ...
- 26 Feb 2015, 16:55
- Forum: Game Development
- Topic: (in-) engine menu
- Replies: 98
- Views: 17475
Re: (in-) engine menu
Do you not understand that some games want to do their own singleplayer menu? And still be "part of spring", without silly game-installers? Read middle of https://github.com/spring/menu-game.sdd/issues/1#issuecomment-76071511 why. With a one-fits-all-menu missions are limited to something ...
- 26 Feb 2015, 16:27
- Forum: Help & Bugs
- Topic: Collisions - units stuck in factories and on wind farms
- Replies: 3
- Views: 818
Re: Collisions - units stuck in factories and on wind farms
In 98.0 there was https://springrts.com/mantis/view.php?id=4587 ("fixed") In test version 99.0-RC3 it did not seem to happen anymore, but how thoroughly can one really test such things that happen randomly... https://springrts.com/phpbb/viewtopic.php?f=12&t=33035#p566247 What also happ...
- 26 Feb 2015, 16:19
- Forum: Game Development
- Topic: (in-) engine menu
- Replies: 98
- Views: 17475
Re: (in-) engine menu
Hmm you seem to be very pessimistic. I was only stating a solution on how spring.exe could launch straight into a single games menu https://github.com/spring/menu-game.sdd does that look like the zero-K github? Is it the BA github? :arrow: It is on the spring github and therefore something for all ...
- 26 Feb 2015, 05:07
- Forum: Game Development
- Topic: (in-) engine menu
- Replies: 98
- Views: 17475
Re: (in-) engine menu
There should be a Lua-menu. - okay. The menu-Lua will be in a mod. - okay. To start the engine currently a map is required, too. - okay. menu-game & menu-map are set in a startscript, as is usual. - okay. Those things are obvious now - can we please progress? For example to what the menu should ...