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by raaar
26 Sep 2012, 04:58
Forum: Off Topic Discussion
Topic: League of Legends
Replies: 1040
Views: 178082

Re: League of Legends

a 50 page thread about lol in this forum?!

omg
by raaar
25 Aug 2012, 20:53
Forum: Metal Factions
Topic: Metal Factions
Replies: 206
Views: 1746421

Re: New *A mod, Galactic Annihilation : Factions

unless some1 complains it's taken, I'm calling the mod "TA : Factions".
by raaar
22 Aug 2012, 17:41
Forum: Metal Factions
Topic: Metal Factions
Replies: 206
Views: 1746421

Re: New *A mod, Galactic Annihilation : Factions

nope, i have no AI for this yet, and from what you are saying, it seems there's no ai that will work with it "out of the box".

i'll focus on finishing the units and roughly balancing it.
by raaar
20 Aug 2012, 14:38
Forum: Game Development Tutorials & Resources
Topic: Bos to Lua conversion page
Replies: 25
Views: 18841

Re: Bos to Lua conversion page

translation of the above:

bos -> lua conversion isn't fully functional.



...isn't it?
by raaar
19 Aug 2012, 18:25
Forum: Metal Factions
Topic: Metal Factions
Replies: 206
Views: 1746421

Re: New *A mod, Galactic Annihilation : Factions

thanks

i'm planning on releasing a working beta for people to play on the end of next week.
by raaar
19 Aug 2012, 00:20
Forum: Metal Factions
Topic: Metal Factions
Replies: 206
Views: 1746421

Re: New *A mod, Galactic Annihilation : Factions

i added some updated pics to the first post, including the aspect of the commanders morph options for each faction. there's more than what i've shown, i'll post more info on the next few days. EDIT: added another pic with some ships and subs for claw and sphere i've changed the attack subs with no t...
by raaar
18 Aug 2012, 16:58
Forum: Metal Factions
Topic: Metal Factions
Replies: 206
Views: 1746421

Re: New *A mod, Galactic Annihilation : Factions

i'm thinking more on the line of something that builds units, clumps them and throws them at you, and expands, like the ota AI did.

something simple.

(i've been silently doing it yes...on and off because of work, other games, etc.)
by raaar
18 Aug 2012, 14:05
Forum: Metal Factions
Topic: Metal Factions
Replies: 206
Views: 1746421

Re: New *A mod, Galactic Annihilation : Factions

this thread makes me remember how long i've been doing this. Now i have nearly all land units, most air units and some sea units for the 2 extra factions, their weapons and sfx, etc. i've been testing them in single player with no opponents (using cheat/give to spawn enemies) before i start harassin...
by raaar
10 Aug 2012, 03:09
Forum: Engine
Topic: Beamlasers need to be fixed
Replies: 15
Views: 1500

Re: Beamlasers need to be fixed

make how often the weapons re-check their aim and call the aiming script configurable
- mod-wide (modrules?)
- per-unit/per-weapon (unitdefs)
by raaar
07 Aug 2012, 01:43
Forum: Engine
Topic: Beamlasers need to be fixed
Replies: 15
Views: 1500

Re: Beamlasers need to be fixed

you could alter the unit script so that the function called when the weapon fires sets a flag which disables turning of the turret and then unsets if after <beamtime> ms. Although it would still fail miserably if the unit decided to turn its whole body. if the beam would always shoot straight from t...
by raaar
10 Dec 2011, 15:46
Forum: XTA
Topic: Turning commander
Replies: 7
Views: 2036

Re: Turning commander

ok i saw the replay and the bug happened very rarely. but how can u be sure it is a script bug? The script should only make the turret turn, not the whole unit. why does the unit turn? does it think the projectile path is obstructed? That's what it seems. Try to dgun points that are obstructed by te...
by raaar
10 Dec 2011, 00:02
Forum: XTA
Topic: Turning commander
Replies: 7
Views: 2036

Re: Turning commander

something like that that happened to me lots of times. I order the dgun and instead of just turning the torso to the proper heading and firing it also turns the whole unit just before firing, making it take a bit longer before firing or just firing on the wrong position (looks weird). This when aimi...
by raaar
09 Dec 2011, 02:24
Forum: News
Topic: Release: Spring 84.0! The DragonSlayer!
Replies: 87
Views: 32737

Re: Release: Spring 84.0! The DragonSlayer!

cannon color change might be this commit: https://github.com/spring/spring/commit/1fe54ba1efe8a5617e245c04053dab325e6078a8#rts/Sim/Weapons/WeaponDefHandler.cpp Seems like default color is now 1.0f, 0.5f, 0.0f but strangely seems like it was that before too? Anyway, now projectiles are orange instea...
by raaar
19 Mar 2011, 22:54
Forum: XTA
Topic: Whats this?!? Beta edited by Noruas
Replies: 3
Views: 1773

Re: Whats this?!? Beta edited by Noruas

No rage here.

The changes seem nice.

And it's also nice to have you back making stuff for xta.

Seems it could have been better communication between you and Deadnight Warrior. But...sometimes ppl just feel like going solo, i can understand that.
by raaar
26 Feb 2011, 21:36
Forum: XTA
Topic: So....
Replies: 32
Views: 6933

Re: So....

That stuff about people banning other people from games is one thing that should end. - people being banned should make an effort to just play from start to finish and not whine too much at teammates (even if they are right) - people banning should give the targets some slack, be more tolerant Then ...
by raaar
29 Jan 2011, 13:53
Forum: Spring Tanks
Topic: Do bitches know about mah Tanks? I bet no.
Replies: 56
Views: 31188

Re: Do bitches know about mah Tanks? I bet no.

looks fun :)

It could use some tweaking of the death animations so that more pieces explode and shatter instead of flying whole.
by raaar
01 Dec 2010, 22:54
Forum: Game Development Tutorials & Resources
Topic: WeaponTypes
Replies: 90
Views: 56588

Re: WeaponTypes

I'm not perfect either. Also read the wiki several times and missed it...dah anyway, setting it to 1 makes the beam do 90% dmg at all ranges, not 100%, which is weird. I got it to deal approximately 100% by setting minintensity to 1.1. EDIT: with minintensity=1.0 i tried beamdecay=0, 1 and something...
by raaar
01 Dec 2010, 19:40
Forum: Game Development Tutorials & Resources
Topic: WeaponTypes
Replies: 90
Views: 56588

Re: WeaponTypes

so..?

Is it a bug? Is the wiki missing some variables? who has the answer to my questions?
by raaar
21 Nov 2010, 14:17
Forum: Game Development Tutorials & Resources
Topic: WeaponTypes
Replies: 90
Views: 56588

Re: WeaponTypes

Beamdecay=0.9 on some, but using the default on others. Falloffrate is using the default. EDIT: tampered with those and it seems to have no effect whatsoever (tried to set them to 0, to 10.0, and to 0.001) EDIT2: also tampered with duration and beamtime tags, but no effect (the beam fades quicker or...
by raaar
20 Nov 2010, 23:28
Forum: Game Development Tutorials & Resources
Topic: WeaponTypes
Replies: 90
Views: 56588

Re: WeaponTypes

Howdy I wanted to disable dynamic damage for beam lasers I tampered with the following weapon attributes dynDamageExp DynDamageMin DynDamageInverted DynDamageRange as indicated in http://springrts.com/wiki/Weapon_Variables but it did nothing. The wiki says it should be disabled by default (dynDamage...

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