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by Nemo
26 Feb 2014, 07:19
Forum: Spring: 1944
Topic: Spring: 1944 v1.7 "Operation Neptune" Released!
Replies: 19
Views: 15593

Spring: 1944 v1.7 "Operation Neptune" Released!

Hey, we're still alive! The S44 team is pleased as punch to give you: Spring: 1944 v1.7 "Operation Neptune" http://i43.tinypic.com/1z2epeq.png While we've been quiet, yuritch has been busy making huge improvements to the visuals of our naval units. This release also contains a bunch of bug...
by Nemo
03 Jan 2014, 16:37
Forum: MechCommander: Legacy
Topic: UI Discussion
Replies: 54
Views: 23955

Re: UI Discussion

Cool! Are there already keyboard commands for enabling/disabling weapons? Clicking tiny buttons when trying to micro quickly is really annoying, as I'm sure you know. Is turning weapons on/off a major part of gameplay (guessing heat management)? If heat is going to majorly screw up a unit's abilitie...
by Nemo
07 Dec 2013, 03:42
Forum: Spring: 1944
Topic: been almost around a year?
Replies: 10
Views: 8616

Re: been almost around a year?

not around a lot, but we touch base every so often on our forums and in the lobby. I fixed an issue with deployed units in 95 a few weeks ago. I suppose it'd be good to make a proper build that works well under 95.
by Nemo
23 Nov 2013, 01:00
Forum: SPADS AutoHost
Topic: SPADS AutoHost
Replies: 68
Views: 148331

Re: SPADS AutoHost beta release

I finally peeked at the SPADS source, and woah, it's perl! good to see a perl hacker around here :)
by Nemo
20 Nov 2013, 02:01
Forum: Game Development
Topic: New Game Development: Star Wars: Galactic Battlegrounds II
Replies: 96
Views: 26574

Re: New Game Development: Star Wars: Galactic Battlegrounds

Zsinj, with respect (and a good deal of understanding - we've both been at this a while, and both of us have projects we'd consider 'under-appreciated') ... the ship has sailed, IW is as popular now as it will ever be, short of you once again devoting serious time and energy to it. anyways, Pyrometh...
by Nemo
30 Jul 2013, 05:16
Forum: Game Releases
Topic: [Release] Imperial Winter - build 57
Replies: 28
Views: 33206

Re: [Release] Imperial Winter - build 56

Long-held 'rivalry' between S44 and IW teams aside, it gladdens me to see this finally stagger - grumbling and moaning, perhaps - into the daylight. No, it isn't quite the IW that everyone (most especially Zsinj) had been hoping for. Maybe it won't ever be, and that's ok. Even by Spring's rather ext...
by Nemo
24 Apr 2013, 01:37
Forum: Engine
Topic: Spring developer crisis
Replies: 238
Views: 37448

Re: Spring developer crisis

Regarding introducing college people to Spring: I had a lot of luck introducing spring to the game development club at my school. We made a really cool game in about 10 weeks that would have been totally out of reach without using spring as a basis. The big pain point was actually just picking a mod...
by Nemo
19 Mar 2013, 00:35
Forum: Off Topic Discussion
Topic: They proliferate like rabbits
Replies: 18
Views: 5015

Re: They proliferate like rabbits

dansan: yeah, the unitsync stuff would probably have to be a native node.js module (C/C++), then node would handle all of the system interaction stuff (keeping the TCP connection open, reading/writing files, etc.). I have no idea how unitsync works, maybe it'd be possible to have a really simple nat...
by Nemo
18 Mar 2013, 05:36
Forum: Off Topic Discussion
Topic: They proliferate like rabbits
Replies: 18
Views: 5015

Re: They proliferate like rabbits

Been thinking about writing a lobby using nodejs and one of the webkit frontends so it'd be easily skin-able (pure html/css) for various games. choice is good, yeah?
by Nemo
13 Mar 2013, 02:06
Forum: General Discussion
Topic: Japanese Spring Players
Replies: 7
Views: 3791

Re: Japanese Spring Players

Do play BURNING WAVES: TERRORS ON THE HIGH SEAS: FOR DEATH AND GLORY -- it is a grand old time. I should brush the dust off that, it was lots of fun.
by Nemo
08 Mar 2013, 20:14
Forum: General Discussion
Topic: Tapatalk
Replies: 42
Views: 12441

Re: Tapatalk

Just want to chime in on the tapatalk notifier being rather annoying. I started looking at the site source on github to disable it, but don't know anything about the software, and 15 minutes was already more time than I wanted to spend digging through phpbb's internals for mentions of tapatalk. note...
by Nemo
03 Mar 2013, 00:38
Forum: Game Development
Topic: discussion about startmoving, stopmoving bug
Replies: 25
Views: 3785

Re: discussion about startmoving, stopmoving bug

The reason S44 infantry animations are so often bugged is due to this, I think. The thing I struggled with most was dealing with start/stop moving being called at times that often didn't correlate to the unit movement state. Minor disclaimer: I was a terrible, terrible coder when I wrote them, so it...
by Nemo
07 Jan 2013, 00:35
Forum: Engine
Topic: AllyLOS on/off
Replies: 9
Views: 1178

Re: AllyLOS on/off

I made a small, unsuccessful attempt to bring Tobi's years-old losshare branch up to date - he was working on 1-directional LoS sharing between allies. Kloot sounds like he already has an implementation in mind, but if someone else is going to tackle it, tobi's approach might be a starting point. I ...
by Nemo
05 Jan 2013, 20:03
Forum: AI
Topic: Hello World Lua AI
Replies: 20
Views: 5073

Re: Hello World Lua AI

Additionally, if you're not opposed to modifying an existing AI, tobi (former Spring lead dev) wrote an OO modular AI framework for Spring 1944, which Imperial Winter also used/uses. We just use it by providing game-specific config files, but the code is pretty clean and nicely broken into component...
by Nemo
11 Dec 2012, 01:33
Forum: General Discussion
Topic: Make me a moderator
Replies: 110
Views: 29040

Re: Make me a moderator

Pro: like the majority of the community admin/mod staff, FLOZi hasn't played in months

<_<
>_>
by Nemo
06 Dec 2012, 03:15
Forum: Off Topic Discussion
Topic: Total Annihilation: ARM Missions 1 - 5 (1080p)
Replies: 30
Views: 3415

Re: Total Annihilation: ARM Missions 1 - 5 (1080p)

I would watch the hell out of somebody posting/commentating high def videos of some of the best demos from OTA multi from different eras. The earliest matches I ever watched of that I'd call competitive TA were games with Gnugs and SYs, but watching them play vs watching (for example) picardoh play....
by Nemo
06 Dec 2012, 03:00
Forum: General Discussion
Topic: Why is rogue republic still in the news?
Replies: 44
Views: 13440

Re: Why is rogue republic still in the news?

I'd be happy to lend a hand -- I posted on the IW forums back in Jan/Feb about being willing to do what was needed to get it running/taking care of issues emerging with a release if Zsinj could commit to being around to play games for a few weeks, but he couldn't get spring working (and his laptop d...
by Nemo
19 Oct 2012, 02:35
Forum: Engine
Topic: Merging tobi's losshare branch into develop
Replies: 5
Views: 2718

Re: Merging tobi's losshare branch into develop

Update again: either I somehow totally broke tobi's code while resolving merge conflicts, or he wasn't quite finished with it. There are a few weird things that happen at the moment. Situation: Player A (allyTeam 0) and Player B (allyTeam 1). Player A types /ally 1 2. What happens: Player B gets LoS...
by Nemo
17 Oct 2012, 00:40
Forum: Engine
Topic: Merging tobi's losshare branch into develop
Replies: 5
Views: 2718

Re: Merging tobi's losshare branch into develop

Update - it works...sort of. I managed to merge latest develop with losshare and get it more or less functioning, but there's an issue where shared LoS segments don't update spatially when the allied units move. They retain LoS of a fixed position, even if the units from the LoS-sharing team have go...
by Nemo
16 Oct 2012, 07:47
Forum: Engine
Topic: Merging tobi's losshare branch into develop
Replies: 5
Views: 2718

Merging tobi's losshare branch into develop

About 3 years ago tobi wrote functionality to allow ingame alliances to one-directionally share LoS by using /ally [0|1|2] (not allied, allied no los, allied w/ los, respectively). I'd really like to make use of alliances that had asymmetric LoS sharing, and the set of changes looked fairly small an...

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