I've not tried EvoTA (I don't have that) or OTA yet, but it does work with AA.
Cheers
Munch
Search found 311 matches
- 31 May 2005, 14:12
- Forum: Game Development
- Topic: 50b1 mods work?
- Replies: 5
- Views: 1895
- 30 May 2005, 23:42
- Forum: News
- Topic: New version, 0.50b2
- Replies: 10
- Views: 5163
Thanks + Link
Thanks for the basic AI - brilliant to have something to mess around with. I gotta say I love the High Trajectory (HT) option too - please don't retract this. Try some plasma cannons inside your start point on Core Prime Industrial Area - this is how artillery should look =) Seriously I've been miss...
- 30 May 2005, 22:19
- Forum: Engine
- Topic: Making Development More Accessible
- Replies: 4
- Views: 1151
Anybody got a link for that?
Hi there, thanks for the reply. LOL Visual Studio without the visual bit. I couldn't find these on the MS website. I did find a free 60 day trial page: http://msdn.microsoft.com/vstudio/productinfo/trial/default.aspx Which could be enough to get started at least, but two months is going to go real q...
- 30 May 2005, 19:55
- Forum: Engine
- Topic: Making Development More Accessible
- Replies: 4
- Views: 1151
Making Development More Accessible
Hi Guys, I'm wanting to help you out with the AI writing, but I just read in http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1200 That you need MS VS 2003 .Net to be able to build the thing. This is bad news since I don't have VS at home and I'm certainly not going to spend time at work developing...
- 30 May 2005, 16:31
- Forum: Map Creation
- Topic: Much Smaller Maps
- Replies: 4
- Views: 1334
Catching up
Thanks for the replies. I just d/l the Crosspaths map and was amazed to see it was less than 1MB! I thought it would be tiny in area, but I can see that it A) has a single (CORE Prime) texture tile and B) is very compressible (large flat areas). What I don't get is why Metal Heck (and MH2) aren't si...
- 28 May 2005, 23:11
- Forum: Map Creation
- Topic: Much Smaller Maps
- Replies: 4
- Views: 1334
Much Smaller Maps
Guys, I'm playing catch up here as I've only d/l Spring today, but if I've understood right, all maps for d/l contain a single massive texture that covers the entire map, which is what makes the map files so big - is that right? If so, can I suggest that there be two alternative map formats to downl...
- 28 May 2005, 10:24
- Forum: AI
- Topic: Global AI Interface
- Replies: 213
- Views: 50271
Great idea!
I don't quite understand what you're saying. Do you mean having just a single game engine running instead of one at each player's machine? - that's a great idea! So, like in OTA you have this: .-----------------. .-----------------. | Computer 1 | | Computer 2 | | .-------. | | .-------. | | |TA UI ...
- 27 May 2005, 15:16
- Forum: AI
- Topic: Game AI Wish-list
- Replies: 6
- Views: 2000
Game AI Wish-list
Hi Guys, Thought I'd start a wish-list for things we want for the game AI (I think you've called it "Group AI", let's just say GAI), as opposed to the AI Player(s). These are things I always wanted in OTA, which we have a chance of fixing at last! 1. When there is an energy crisis ONE Con ...
- 27 May 2005, 14:39
- Forum: AI
- Topic: A request of AI programmers....
- Replies: 15
- Views: 4938
- 27 May 2005, 14:32
- Forum: AI
- Topic: Global AI Interface
- Replies: 213
- Views: 50271
OK cool =) As an idle thought, has the possibility of splitting the executable been considered? I.e. instead of the UI/GameEngine comms being method calls within a single executable, you could separate it into a game engine executable and a (number of) player executables, which communicate over a ne...
- 26 May 2005, 20:38
- Forum: AI
- Topic: Global AI Interface
- Replies: 213
- Views: 50271
Player/AI API
Hi There, Wow you guys have been busy. I disappear from TA for a couple o' years and you go all 3D on me - brillant! On the "Global API", I think you're missing something. Wthout any AI Players (APs), you have this: .----------------. | User Interface | '----------------' | | .----+-------...