Sadly I was lazy to deal with SMF and somehow I have problems with shadows, so no SMF just released
http://springfiles.com/spring/spring-ma ... olate-rain
Search found 121 matches
- 12 Jun 2012, 16:00
- Forum: Map Releases
- Topic: New map Chocolate Rain
- Replies: 14
- Views: 4801
- 10 Jun 2012, 18:54
- Forum: Map Releases
- Topic: New map Chocolate Rain
- Replies: 14
- Views: 4801
Re: New map Chocolate Rain
"Disabled" fog with
fogStart = 1000,
fogEnd = 10000,
it works...
fogStart = 1000,
fogEnd = 10000,
it works...
- 10 Jun 2012, 17:37
- Forum: Map Releases
- Topic: New map Chocolate Rain
- Replies: 14
- Views: 4801
New map Chocolate Rain
Map with lemon juice and chocolate in middle of pot yummy!. http://springfiles.com/spring/spring-maps/chocolate-rain I had idea to create such "type" map for a while and after several fail heightmaps this one finally seems playable. Top view http://springrts.com/phpbb/download/file.php?mod...
- 10 Jun 2012, 12:39
- Forum: Map Creation
- Topic: 30 minute video map creation in blender
- Replies: 7
- Views: 1276
- 10 Jun 2012, 12:13
- Forum: Map Creation
- Topic: 30 minute video map creation in blender
- Replies: 7
- Views: 1276
Re: 30 minute video map creation in blender
I use these settings to build heightmaps with blender, I m not advanced enough to build texturemap with blender. Just rename heightmap.gz to heightmap.blend since forum is not allowing .blend extentison. http://springrts.com/phpbb/download/file.php?mode=view&id=7260&sid=199224b0ee34afbba069b...
- 06 May 2012, 14:38
- Forum: Lobby Clients & Server
- Topic: flobby
- Replies: 31
- Views: 12192
Re: flobby
Just tried it typical FLTK based app - ugly as hell :D
- 06 May 2012, 14:02
- Forum: Lobby Clients & Server
- Topic: flobby
- Replies: 31
- Views: 12192
Re: flobby
And no screenshots? Nice for using FLTK toolkit.
- 20 Apr 2012, 18:16
- Forum: Game Development
- Topic: Features cant be attacked
- Replies: 6
- Views: 650
Re: Features cant be attacked
Solved it in ugliest form possible by simply adding to gamedata/weapondefs_post.lua which is copied and modified from zk. Tried on ba it works but probably some random shit will happen. Anyway it is another 4x4 trololo like map and with huge ba xta and so on com explosions it wont be playable anyway.
- 18 Apr 2012, 14:55
- Forum: Map Creation
- Topic: Fixing DeltaSiegeDry
- Replies: 9
- Views: 1777
Re: Fixing DeltaSiegeDry
How to fix DeltaSiegeDry.sd7
Step1:
Open shell.
Step2:
cd .spring/maps
Step3:
rm DeltaSiegeDry.sd7
Step4:
watch http://www.youtube.com/watch?v=_Pt6dnpXhig
And now you are done! Happy Christmas!
Step1:
Open shell.
Step2:
cd .spring/maps
Step3:
rm DeltaSiegeDry.sd7
Step4:
watch http://www.youtube.com/watch?v=_Pt6dnpXhig
And now you are done! Happy Christmas!
- 16 Apr 2012, 16:00
- Forum: Game Development
- Topic: Features cant be attacked
- Replies: 6
- Views: 650
Re: Features cant be attacked
blocking = false is not possible since whole point is to block units from walking over it and other solution edit weapondefs in mod? Impossible.
And by the way any good reason why engine dont want me to allow to attack features? Why this behaviour was changed?
And by the way any good reason why engine dont want me to allow to attack features? Why this behaviour was changed?
- 16 Apr 2012, 11:31
- Forum: Game Development
- Topic: Features cant be attacked
- Replies: 6
- Views: 650
Features cant be attacked
In spring 82.0 with aoe weapons I could attack features now units simply refuse attack them if they would do any damage to them also if some enemy unit is in that features range then it has sorta "shield" because other unit wont attack it. Feature must be blocking and units cant walk over ...
- 15 Apr 2012, 23:31
- Forum: Map Creation
- Topic: Universal way to detect comanders in all games[SOLVED]
- Replies: 5
- Views: 757
Re: Universal way to detect comanders in all games[HALF SOLVED]
This is for lol map like a duck and when com dies some cool sound is a must.
- 15 Apr 2012, 19:22
- Forum: Map Creation
- Topic: Universal way to detect comanders in all games[SOLVED]
- Replies: 5
- Views: 757
Universal way to detect comanders in all games[SOLVED]
Ok I m not lua coder nor I m into game developing, I m creating map and all I need to know if it is commander or not, before life was easy .isCommander and easy way to detect coms in all mods? because currently I m detecting only zero-k coms. if UnitDefs[unitDefID].customParams.commtype then EDIT: i...
- 02 Apr 2012, 23:40
- Forum: Engine
- Topic: Statically linked Spring
- Replies: 14
- Views: 4414
Re: Statically linked Spring
You see this thing is very experimental. I could have removed all libs related to nvidia and gfx, but well I was unsure how it would react. With sound I predicted that this could happen(pulseaudio configures per user or something and it is prone to fail) thats why etc folder is here, but I see it di...
- 02 Apr 2012, 23:10
- Forum: Engine
- Topic: Statically linked Spring
- Replies: 14
- Views: 4414
Re: Statically linked Spring
Paths are easily changed in that, but I used /home/ to prevent that dunno why it still searchs it here also dunno about performace impact. I m lazy to test it more :) Nobody really interested in this anyway for proper test just few virtualbox images or few free partitions and it is done.
- 02 Apr 2012, 11:26
- Forum: Feature Requests
- Topic: Automated Release Test
- Replies: 52
- Views: 9253
Re: Automated Release Test
Benefit of those videos is that you dont have to compile(even have) each spring version(assuming some development versions), it is fast and easy way to compare, but yeah thats linux only problem I guess.
- 02 Apr 2012, 10:45
- Forum: Feature Requests
- Topic: Automated Release Test
- Replies: 52
- Views: 9253
Re: Automated Release Test
I think tests should be on single map which has all sort of terrain, there should be some LUA way to make test like record button, you record and also ensure that everything is like it should be then issued comands are in some file which headless server will run. E.g give this here, give that here a...
- 22 Mar 2012, 22:14
- Forum: Engine
- Topic: Statically linked Spring
- Replies: 14
- Views: 4414
Re: Statically linked Spring
Wohoo I have kinda chrooted spring now. With *all* needed and not really needed shit to run it and even more I think. It even has my /etc/groups file dunno if it really relies on it... And unpacked it weights only less than 200MB (spring is stripped) I think it should be possible to decrease size mu...
- 22 Mar 2012, 11:46
- Forum: Zero-K
- Topic: How to make ZK work on your Linux setup
- Replies: 13
- Views: 13050
Re: How to make ZK work on your Linux setup
Just curious how much players dropped when you started using this experimental spring version? I m kinda busy now with studies and lazy to compile it and its good I guess more time spent on studies...
And by the way new official spring version will be released any time soon?
And by the way new official spring version will be released any time soon?
- 20 Mar 2012, 22:16
- Forum: Engine
- Topic: Statically linked Spring
- Replies: 14
- Views: 4414
Re: Statically linked Spring
http://www.stanford.edu/~pgbovine/cde.html
I taken amarok.1.4 from debian etch and run it on squeeze it does work :) I think some magick tricks can be learnt from it.
I taken amarok.1.4 from debian etch and run it on squeeze it does work :) I think some magick tricks can be learnt from it.