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by yuritch
21 Dec 2005, 07:20
Forum: Game Development
Topic: Spring : 1943 has a forum!
Replies: 36
Views: 5035

PaK-40

PaK-40 is a 75mm gun, quite powerful (good against any tank found in 1943). There were smaller German AT guns: PaK-35/36 37mm, PaK-38 50mm. 37mm gun was barely able to damage T-34 (very specific places on the tank's hull had to be hit), KV-1 tanks ignored 37mm guns completely (but there were a lot o...
by yuritch
20 Dec 2005, 07:34
Forum: Game Development
Topic: ww1
Replies: 28
Views: 4293

Railroads

Railroads will be difficult to implement without engine support. First of all, trains CAN turn, but they require suitably shaped tracks for that. If a train will be made that cannot turn then we are stuck with straight line railroads. Second, wouldn't using yardmaps for rails make them impassable fo...
by yuritch
20 Dec 2005, 07:19
Forum: Game Development
Topic: New mod - Recruiting!
Replies: 56
Views: 6723

Tank drawings

To Felix the Cat: no offence meant, but your T-34/85 model looks much more like the IS-2 than T-34.
I have a link to Soviet tank drawings which you might find useful.
by yuritch
19 Dec 2005, 12:41
Forum: Game Releases
Topic: Star Wars Spring 1.0
Replies: 129
Views: 24781

The black rectangle

I looked at the Mobile Torpedo Launcher model in 3do Builder and found this extra face there. It's clearly visible if you remove the groundplate face from the base object (preferably in Shaded view mode, I'm not sure if it has any texture), but it's facing down and so shouldn't be visible in most ca...
by yuritch
18 Dec 2005, 19:07
Forum: Game Releases
Topic: Star Wars Spring 1.0
Replies: 129
Views: 24781

More missing sounds

I noticed one more case of missing sounds. Rebel Fleet Trooper has this line in FBI: SoundCategory=REBTROOPER; But REBTROOPER soundset is missing from sound.tdf. Rebel's Mobile Medium-Repeater Blaster soldier and Bothan Spy also use this soundset (and so are silent, good for the spy, but strange for...
by yuritch
17 Dec 2005, 14:59
Forum: Game Development
Topic: New mod - Recruiting!
Replies: 56
Views: 6723

Kursk is a Russian city. The submarine was named after it, and the other subs of its type were (and most still are) named after other major cities. And your post makes it look like the Kursk battle was on western front. It was western only for Russians, for Allies and Germans that was eastern front....
by yuritch
16 Dec 2005, 23:11
Forum: Game Releases
Topic: Star Wars Spring 1.0
Replies: 129
Views: 24781

Missing sound file

I noticed a few problems with sounds in SWTA. First, Spring don't seem to read unit sounds other than first. Most of your custom soundsets have several variants of one action sound (select1, select2, select3, etc.), but only the first is used. Second, Imperial Droid soundset has these lines: select1...
by yuritch
12 Dec 2005, 18:21
Forum: Help & Bugs
Topic: MaxAngleDif weirdness.
Replies: 13
Views: 2086

As I understand it, the 3 numbers are coordinates of a vector which defines main firing direction of a gun. They seem to be in x y z order, so 0 0 1 is a vector pointing forward (all vectors originate from 0 0 0). 0 0 -1 will be a vector pointing backward. z axis is forward-backward, x axis is left-...
by yuritch
24 Nov 2005, 09:05
Forum: Engine
Topic: I dont find the bug in this script (only for scripters)
Replies: 21
Views: 2449

Do the same in RestoreSecondary() and RestoreTertiary(), then recompile. What happens there is firepoint switching script (QuerySecondary, QueryTertiary) expects gun_2 and gun_3 to have values 1, 2 or 3, but they are being assigned a value outside that range, so Query functuions return nothing. Then...
by yuritch
23 Nov 2005, 10:48
Forum: Engine
Topic: I dont find the bug in this script (only for scripters)
Replies: 21
Views: 2449

You need to change 2 lines in Create():
from
gun_2 = flare1b;
gun_3 = flare1b;

to
gun_2 = 1;
gun_3 = 1;

Then it will probably work.
by yuritch
23 Nov 2005, 10:04
Forum: General Discussion
Topic: Tactical Possibility
Replies: 14
Views: 2352

MAX will require resource transporting between buildings, though, and 3 different recources (metal, fuel, gold). Remember those connectors? And one well-placed shot from Ground Attack Plane can destroy a connector and render half a base inoperable by cutting factories from Power Stations. Not implem...
by yuritch
16 Nov 2005, 08:54
Forum: General Discussion
Topic: Gameplay idea: Active Cover
Replies: 34
Views: 3620

The radar should at least be able to differentiate air targets from ground ones (and possibly naval ones). Even older radars did this, modern ones do this, so futuristic ones should as well. Also, let's suppose radar can track "blips" so that once a blip was identified as enemy (seen by un...
by yuritch
08 Nov 2005, 09:07
Forum: Engine
Topic: Models
Replies: 190
Views: 29708

Don't forget to add DXF support. AutoCad can be very good for unit models if you have access to it (at work, for example).
by yuritch
08 Nov 2005, 08:44
Forum: Game Development
Topic: Universal AI Mod Support
Replies: 12
Views: 1548

How about this: calculate "scouting efficiency" as:
SightDistance*Speed*(1 if ground, 2 if flying)/(MetalCost+60*EnergyCost)
Then units with highest rating are scouts. No need to take weapons into acount, their presence/absence is not important for a scout.
by yuritch
02 Nov 2005, 08:19
Forum: General Discussion
Topic: Disappearing "isfeature" units
Replies: 8
Views: 956

Could this have something to do with Spring not reading 3DO object tree for features (corpses included)? AFAIK only the root object is shown, not any of the child objects, so, if the root object is a groundplate (usually not textured), the feature is invisible.
Edit: Gnome was faster with reply.
by yuritch
28 Oct 2005, 12:29
Forum: Game Development
Topic: Using play-sound in Spring
Replies: 7
Views: 2385

Wouldn't something like this work better? static-var isMoving; SoundControl() { while(TRUE) { if(isMoving) { play-sound("engine", 2); } //Adjust according to sound length sleep 200; } } Create() { isMoving = FALSE; start-script SoundControl(); ... } StartMoving() { play-sound("engine_...
by yuritch
26 Oct 2005, 12:00
Forum: Engine
Topic: Alternative LOS method
Replies: 20
Views: 4489

Why not make it a switch then? (set in the battleroom, if all the players agree on it). Some people may like more realistic LOS, while other may like a simpler one, and if the game can do both, it will be only better (that is if new LOS can be handled by the CPU at a reasonable speed, of course).
by yuritch
24 Oct 2005, 10:03
Forum: Game Development
Topic: Repulsing Tower... :D :D :D
Replies: 51
Views: 6441

What is needed is a way to "turn off" a repulsor. AFAIK right now this is not possible, this limits it's uses a bit since it interferes with your own artillery shots, too.
by yuritch
11 Oct 2005, 07:31
Forum: Game Development
Topic: How to disable plasma repulser on a unit?
Replies: 1
Views: 735

How to disable plasma repulser on a unit?

Hello, I tried to make a unit with Plasma repulser weapon, and it worked fine. However, I cannot figure out how to temporarily disable it so that my own artillery can fire accurately. I tried to jam the aim script (since repulsor is a weapon), I tried to make the unit on/off-able, neither of this wo...

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