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by FLOZi
06 Jul 2005, 02:28
Forum: Engine
Topic: Armor.txt
Replies: 7
Views: 1320

I shouldn't imagine you would reach a length limit should there be one, and the whitespace is of little importance. EDIT: and just to make sure, the engine doesn't actually use OTA style 'unitname=100;' special damages does it? My testing seemed to indicate it didn't, but maybe I've just wasted my e...
by FLOZi
06 Jul 2005, 01:34
Forum: Engine
Topic: Hot off the presses!!
Replies: 217
Views: 22994

PMed.

Oh, and fix the buildpics in mSpring. :P
by FLOZi
05 Jul 2005, 16:57
Forum: Engine
Topic: Armor.txt
Replies: 7
Views: 1320

Yes, but, some of us crazy modder folk actually want individual unit-specific damages, as well as the great functionality of groups. :wink:
by FLOZi
05 Jul 2005, 02:52
Forum: Engine
Topic: Armor.txt
Replies: 7
Views: 1320

Well, I got off my lazy bottom and checked, yes, it works, thought it should do. :-)
by FLOZi
05 Jul 2005, 01:39
Forum: General Discussion
Topic: Artillery and why having the higher ground does jack
Replies: 20
Views: 2292

Stuff can already shoot longer when they are on hills although we kept the value small since this feature doesnt exist in TA. When we release our own formats it will be possible to set this value per weapon and achive most of what you want without the problems other approaches would bring. What wil...
by FLOZi
05 Jul 2005, 01:32
Forum: General Discussion
Topic: Unit cannon
Replies: 39
Views: 5527

Storm wrote:Was kinda possible in Old TA with obscure scripting from zwzsg and should technically be working in Spring too (in worst case having a unit as a weapon model).
Except weapon models aren't implemented yet, for some obscure reason, despite Sean Mirrsen doing the code for it. :|
by FLOZi
05 Jul 2005, 01:28
Forum: Engine
Topic: Armor.txt
Replies: 7
Views: 1320

Armor.txt

Can you use a unitname as an armour type?

e.g.

Code: Select all

[ARMTHUND]
  {
  ARMTHUND=99;
  }
So you can refer to a unit individually in a weapon?
by FLOZi
05 Jul 2005, 01:25
Forum: Engine
Topic: Hot off the presses!!
Replies: 217
Views: 22994

FLOZi wrote:Get Sean Mirrsens weapons models code in too. :P
:wink:
by FLOZi
04 Jul 2005, 14:52
Forum: Engine
Topic: Hot off the presses!!
Replies: 217
Views: 22994

Get Sean Mirrsens weapons models code in too. :P
by FLOZi
04 Jul 2005, 00:58
Forum: General Discussion
Topic: Missing something simple.
Replies: 14
Views: 2039

Doomweaver wrote:AA is the hands down the best TA mod ever compiled. So stfu.
Close, you missed out a ':TA'.

:P
by FLOZi
04 Jul 2005, 00:49
Forum: General Discussion
Topic: Random Thought
Replies: 23
Views: 1904

THIS is a mod change, not an engine change.

(unlike mSpring, which I still say is engine (as it is) :P )
by FLOZi
30 Jun 2005, 15:04
Forum: Help & Bugs
Topic: Weird Nvidia problem?
Replies: 20
Views: 1905

Shadows work fine on both my ATI 9550 and my Nvidia 6600GT.

Honestly, what ARE you people doing? :P
by FLOZi
30 Jun 2005, 13:48
Forum: Game Development
Topic: Idea for MiniSpring and network play
Replies: 21
Views: 3946

correct me if I am wrong... but ok... you reduce the unit size and put the units on the same map and zoom in.... isnt this the same as making the map scaled bigger, with a bigger zoom factor? thus, only reducing the map quality for a bigger map/unit scale?? can't we just make a higher compression 6...
by FLOZi
20 Jun 2005, 01:45
Forum: Game Development
Topic: TA:FF? Big spaceships, big explosions.....
Replies: 28
Views: 5763

caverns are impossible without entirely redoing the map format.
by FLOZi
18 Jun 2005, 23:31
Forum: Game Development
Topic: Hello, new guy here
Replies: 14
Views: 2831

SUPCOM

It's officially endorsed. :wink:
by FLOZi
15 Jun 2005, 12:58
Forum: General Discussion
Topic: MiniSpring Poll
Replies: 89
Views: 7473

Yes, unequivocally.
by FLOZi
14 Jun 2005, 14:54
Forum: Game Releases
Topic: SWTA Gnome Edition 0.60
Replies: 43
Views: 11117

which taenheter files did you include?

Ideally those files would be in a seperate file to XTA data to avoid mod conflicts and OTA mod porting more easily, but if i have to do it the hard way... :P
by FLOZi
08 Jun 2005, 17:06
Forum: Game Development
Topic: TA:WD
Replies: 988
Views: 136026

Good lord! :shock:

I need a texturer like that!

If you have any interest in WW2 and the Cold War... :P
by FLOZi
08 Jun 2005, 16:59
Forum: General Discussion
Topic: what is the new spring unit format
Replies: 7
Views: 1356

It reads buildpic gafs fine, just textures that need extracting. ;)
by FLOZi
07 Jun 2005, 23:49
Forum: Game Development
Topic: TA:WD
Replies: 988
Views: 136026

So far as I know, there's only one WW2 mod that has actually released anything.

Unless you count that one with the time machine and stuff :shock:

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