Search found 295 matches
- 01 Nov 2012, 23:15
- Forum: Help & Bugs
- Topic: intel hd 4000
- Replies: 12
- Views: 4152
Re: intel hd 4000
They seem to support this particular integrated graphics (which is brand new). I've been playing recent 3D games on it without issue (Torchlight II, Left 4 Dead 2). I'm wondering if because of the shitty Intel support / support philosophy you mention, Spring just detects an Intel card and automatica...
- 01 Nov 2012, 20:49
- Forum: Help & Bugs
- Topic: intel hd 4000
- Replies: 12
- Views: 4152
Re: intel hd 4000
meaning that most commercial games are written with arduous workarounds to intel's broken drivers?
- 01 Nov 2012, 10:36
- Forum: Help & Bugs
- Topic: intel hd 4000
- Replies: 12
- Views: 4152
intel hd 4000
Has anyone else tried running Spring (91) with the hd 4000? It does run, but the startup screen gains the garbled fonts noted for other intel gpus about halfway through, and there are no shadows nor ssmf rendering. The pertinent block from the infolog is curious: [f=0000000] SDL version: 1.2.10 [f=0...
- 06 Oct 2012, 01:17
- Forum: Off Topic Discussion
- Topic: Nice Summer
- Replies: 33
- Views: 8418
Re: Nice Summer
tracebook the SocialWIP--lol, so true
- 26 Sep 2012, 22:55
- Forum: Map Releases
- Topic: [V2] Hotlips Redux: Less chocolate cake, more SSMF
- Replies: 18
- Views: 7941
Re: [NOW RELEASED] Hotlips Redux: Less chocolate cake, more
This looks great! The screenshot of the dried-up plants sticking out of the edges of the desert puddle made me drool a little. One visual complaint: having a cracked texture underneath the water looks really odd to me. I thought cracked mud was meant to signify, you know, something really dry that g...
- 19 May 2012, 18:24
- Forum: Map Releases
- Topic: New map: Colorado V1
- Replies: 14
- Views: 3227
- 22 Mar 2012, 19:17
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2331
Re: aggressive guard
false. what it won't do is try to make a circle when stationary with less than four units.Forboding Angel wrote:Iirc, unless there are 3 or more guarding units, this widget does nothing (could be changed easily I expect).
- 22 Mar 2012, 04:29
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2331
Re: aggressive guard
By "move around" do you mean the ring-around-the-rosy thing the units do when the guarded unit is stationary? I agree, it would be better for the guards to simply find a place around the circle and stay there until the guarded unit moves again. I'm also uncertain the doubling back to let t...
- 22 Mar 2012, 00:03
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2331
Re: aggressive guard
for anyone who wants to use it, this version should have significantly less dumb behavior. guards are evenly distributed across the possible positions, and dynamically redistribute if units leave or join. the guarded unit only doubles back to wait for the guards to catch up if the guards are within ...
- 19 Mar 2012, 16:23
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2331
Re: aggressive guard
You could use a trick I used for auto-skirm. Have the widget remember the coordinates of the command it gave and let it override a fight command with those coordinates. genius. at the moment the number of guards (used to determine whether they circle-patrol or go to the side opposite your base) is ...
- 19 Mar 2012, 08:24
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2331
Re: aggressive guard
at the moment they don't really detect enemies. nothing that intelligent. the guards just have fight commands, so they'll attack anything in their range, I think (?). the number you might change is forwardDistance, which is 200 by default (and the actual distance is dependent upon how fast the guard...
- 18 Mar 2012, 20:19
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2331
Re: aggressive guard
The guarding units are moving around in front of the moving units. I can't tell if this meant to assure luckywaldo7 that they do in fact move in front of and not behind, or a complaint that they get in the moving guarded unit's way. (The latter would be bad, and something I've obviously been trying...
- 18 Mar 2012, 03:23
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2331
Re: aggressive guard
dansen, if you haven't tried it yet, attached is an improved and more optimized version. warning: in 87 with BA 7.65 it barely works because whenever the guarding units run into any structure they just stop dead in their tracks. sigh.
- 17 Mar 2012, 08:02
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2331
aggressive guard
I have strayed from the sworm path, to bring you another unfinished work: aggressive guard widget! I tend to guard construction units that are moving out into the scary wastes with combat units, which is an act of faith, or stupidity, take your pick. The combat units just follow behind the construct...
- 14 Mar 2012, 08:58
- Forum: Map Creation
- Topic: Software for editing 16 bit heightmaps?
- Replies: 5
- Views: 1528
- 14 Mar 2012, 06:16
- Forum: Map Creation
- Topic: Mood is a thing for
- Replies: 133
- Views: 22632
Re: Mood is a thing for
spice flows
http://ge.tt/1DQeSyE
alas, no munching bit-by-bit or sworms that come in small, medium, and large... yet.
http://ge.tt/1DQeSyE
alas, no munching bit-by-bit or sworms that come in small, medium, and large... yet.
- 13 Mar 2012, 10:35
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 205142
Re: Random wip 2012+
That morty is great. Arne + FireStorm + Beherith = amazing.
- 11 Mar 2012, 03:16
- Forum: Journeywar
- Topic: Journeywar
- Replies: 1246
- Views: 213890
Re: Journeywar
I have pretty much the same comments, except that I was wearing the headphones at the time. Ow. (But yes, the CEG is lovely.) Your explanation of how building works at once hurts my brain and sounds promising.
- 09 Mar 2012, 23:02
- Forum: Map Creation
- Topic: Mood is a thing for
- Replies: 133
- Views: 22632
Re: Mood is a thing for
hope you brought a thumper much progress: sounds, lod fixed, sworm no longer ghosts as a penis, less shitty radar icon, targetting prioritization, little lightning arcs on the sand, working on a worm sign notification widget that's not just markeraddpoint&markerremoveposition (pink lightning bol...
- 02 Mar 2012, 07:58
- Forum: Map Creation
- Topic: Mood is a thing for
- Replies: 133
- Views: 22632
Re: Mood is a thing for
Thanks knorke! I'm also not really a fan of the the whole adding a marker point and erasing it thing, but I was feeling too lazy to write something that does essentially the same thing, but more aesthetically & without accidentally erasing other marker points. :-P Just tried it out in a 1v1 game...