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by zoggop
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...
by zoggop
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?
by zoggop
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...
by zoggop
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
by zoggop
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...
by zoggop
19 May 2012, 18:24
Forum: Map Releases
Topic: New map: Colorado V1
Replies: 14
Views: 3227

Re: New map: Colorado V1

:-)
by zoggop
22 Mar 2012, 19:17
Forum: Lua Scripts
Topic: aggressive guard
Replies: 19
Views: 2331

Re: aggressive guard

Forboding Angel wrote:Iirc, unless there are 3 or more guarding units, this widget does nothing (could be changed easily I expect).
false. what it won't do is try to make a circle when stationary with less than four units.
by zoggop
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...
by zoggop
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 ...
by zoggop
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 ...
by zoggop
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...
by zoggop
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...
by zoggop
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.
by zoggop
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...
by zoggop
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.
by zoggop
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.
by zoggop
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.
by zoggop
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...
by zoggop
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...

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