Search found 318 matches
- 24 May 2007, 20:39
- Forum: Feature Requests
- Topic: Gradual stealth
- Replies: 18
- Views: 1927
Lua synced scripts would be the scripts handling it, not user defined unsynced UI widgets. I see. Now, can you enlighten me as to why Lua seems to be all the magic these days? I suppose it's easier to code and less likely to mess with somebody else's code, but won't we see a massive performance hit...
- 24 May 2007, 20:31
- Forum: Feature Requests
- Topic: Gradual stealth
- Replies: 18
- Views: 1927
lua btw this isnt a new idea, IIRC you yourself started the original thread back in 2005/6, or you just took part in the thread. Can lua really do that? Can you give some details? It seems to me that this proposal affects the LOS code deeply, and LOS code shouldn't be easily accessible by scripts, ...
- 24 May 2007, 20:02
- Forum: Feature Requests
- Topic: Weapon that stays on the ground? (napalm, poision,...)
- Replies: 30
- Views: 2118
- 24 May 2007, 20:01
- Forum: Feature Requests
- Topic: Gradual stealth
- Replies: 18
- Views: 1927
Gradual stealth
Hello people. From time to time I come out of lurking mode to propose a new idea or feature :-) . :idea: This time it's about a more flexible system for stealth. Right now, stealth is an on/off thing: either a unit is stealthy and completely invisible to radar, or it's visible. What I propose is add...
- 01 Dec 2006, 06:55
- Forum: Feature Requests
- Topic: Player colours in in-game chat
- Replies: 19
- Views: 1773
- 14 Nov 2006, 04:15
- Forum: Lua Scripts
- Topic: LUA command hooks
- Replies: 5
- Views: 2782
Re: LUA command hooks
A couple of quick features using the LUA interface: function CommandNotify(id, params, options) -- GUARD + CTRL = copy command queue if ((id == CMD_GUARD) and options.ctrl) then targetID = params[1]; queue = Spring.GetCommandQueue(targetID); if (queue ~= nil) then -- might not be an ally Spring.Giv...
- 10 Nov 2006, 22:36
- Forum: AI
- Topic: Request for Advanced Formation AI
- Replies: 41
- Views: 5564
- 10 Nov 2006, 21:23
- Forum: AI
- Topic: Request for Advanced Formation AI
- Replies: 41
- Views: 5564
Also, the spring pathfinder cannot deal with arbitrary shaped formations, only squares. It's also not very good at organised movement such as formations. Order a big mass of peewees into a 5x5 square and they'll push eachother over and never manage to get into a nice neat formation. So gabbas sugge...
- 08 Nov 2006, 17:07
- Forum: AI
- Topic: Request for Advanced Formation AI
- Replies: 41
- Views: 5564
Re: Request for Advanced Formation AI
The more epic Spring gets - if 100 Units are moved , the more the real strategy disappears, and the Units send over the Map (even when moving at speed of the slowest) just form a huge bulk - easy to attack, self blockading and not controllable. With simple Formation you archieve a sort of controll,...
- 08 Nov 2006, 16:29
- Forum: Engine
- Topic: MiniMap control and other fun items
- Replies: 12
- Views: 2935
Re: MiniMap control and other fun items
I've just committed to r2543 , which adds the following: - minimap controls (2 different modes) - 4 new wait commands (time, squad size, death, and gather) - a new attack selection mode - dynamic queue mode inversion - a centroid indicator for formation commands - a new rendering method for area se...
- 03 Nov 2006, 05:45
- Forum: Help & Bugs
- Topic: Units stuck in factory or not going to rally point
- Replies: 19
- Views: 2289
That has happened to me a lot, of late. I believe the issue must be somewhere in the altered engine code or AA, though for the life of me I have no idea where it might be in either. Generally the first unit built will get struck in a vehicle factory, even if I never set a point to rally too. Haven'...
- 03 Nov 2006, 05:24
- Forum: Feature Requests
- Topic: Factories assisting
- Replies: 31
- Views: 7349
Sounds completely and utterly useless. One situation in which this would be good O.o Thanks for being so moderate in your criticism lol. It's useful in all situations, because you can manage a single production queue for all your factories if you want to. Let's say you're building two types of unit...
- 02 Nov 2006, 18:33
- Forum: Help & Bugs
- Topic: Units stuck in factory or not going to rally point
- Replies: 19
- Views: 2289
Units stuck in factory or not going to rally point
Some units don't exit the factory and block further production. Some others exit the factory on the opposite side of their rally point and then just cluster there! Even more mysteriously, some units stop right at the exit of their factory, even if they exited in the right direction and the way is pe...
- 02 Nov 2006, 17:17
- Forum: Feature Requests
- Topic: Draggable waypoints
- Replies: 12
- Views: 1717
Draggable waypoints
Another awesome Supcom feature which would be very useful to have in Spring.
- 02 Nov 2006, 17:15
- Forum: Feature Requests
- Topic: Factories assisting
- Replies: 31
- Views: 7349
Factories assisting
A really cool SupCom feature that should make it into Spring. Basically, you tell a group of factories to assist a main factory, and when they are idle they split the main factory's queue among themselves.
The system is described in more detail in this thread.
The system is described in more detail in this thread.
- 31 Oct 2006, 01:46
- Forum: AI
- Topic: C# AI Interface, and Proof of concept C# AI
- Replies: 120
- Views: 15953
Hey, I'd just like to ask the OP and especially Jcnossen: why the choice for C#/mono? I don't like much the fact that it's not really cross-platform. Why not Lua as in supcom, or Python or something similar? I understand that these new bindings are a pet project, but it would be nice that they benef...
- 22 Sep 2006, 05:26
- Forum: Lua Scripts
- Topic: GUI modifications in SVN
- Replies: 98
- Views: 20769
- 18 Sep 2006, 21:55
- Forum: Engine
- Topic: Development site has been hacked!!
- Replies: 22
- Views: 2859
Development site has been hacked!!
Hello people, I don't have much time to hang around the forums anymore, but I went to check out the "new" development forum at http://taspring-linux.berlios.de/ , and as of now :shock: it redirects to a hacker site: http: // naryech.by.ru / index / index.htm (hit CTRL-A to see the hidden t...
- 19 Jun 2006, 10:19
- Forum: AI
- Topic: How did you choose your AI?
- Replies: 36
- Views: 5206
Now go find me a better install maker than clickteams install maker, something I can set options for what is to be installed. Spring SP is included with the installer because it's useful for new people, if you had a problem with the maps I didnt hear it when I asked multiple times in the lobby, in ...
- 19 Jun 2006, 08:37
- Forum: Map Releases
- Topic: ..:: Release ::.. Ring Atoll Remake
- Replies: 24
- Views: 1940
Re: zomg
I'm don't know about that... from the top-down view you see almost no water reflections, so you actually see very well the bottom of the sea. In many maps it's visibly tiled and it looks ugly.Pxtl wrote:90% of the map could be a handful of tiles (all that underwater stuff) and it's 28 megs!