Search found 860 matches
- 02 Feb 2008, 07:51
- Forum: Off Topic Discussion
- Topic: Yahoo bot and google bot?
- Replies: 34
- Views: 3634
Re: Yahoo bot and google bot?
rattle has missed my subtle humor...
- 01 Feb 2008, 09:56
- Forum: Off Topic Discussion
- Topic: Yahoo bot and google bot?
- Replies: 34
- Views: 3634
Re: Yahoo bot and google bot?
Everyone knows XP sp1 was full of glaring bugs that totally messed up the cycle...
- 31 Jan 2008, 23:23
- Forum: Feature Requests
- Topic: Realtime Dynamic Weapon Change!
- Replies: 23
- Views: 1671
Re: Realtime Dynamic Weapon Change!
If it has a certain position it always goes into to change from, that would get rid of any funky animation resets. Just add a function that moves all parts into that positioning for lua to call. Another, probably not very fast, method would be to have a function to figure out every parts rotations s...
- 31 Jan 2008, 22:58
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 9536
Re: Spring + decoupled renderer
Easy: Install. Double-click icon.Stealth870 wrote:How can you even play Spring on an integrated chip??
My Radeon Xpress200 chipset did a fair job at it, and this Laptop's intel 965 doesn't perform much worse than my desktops current 7600GT, until it crashes...
- 31 Jan 2008, 22:43
- Forum: Game Development
- Topic: Player specific inflation
- Replies: 25
- Views: 4128
Re: Player specific inflation
Anything that would require changing the unit def will affect all players, not just each player individually. While that could be fun on its own, its not quite what Madrat is looking for. (It would allow player A to spam unit x, which is the best counter to unit y, when y has even been brought into ...
- 31 Jan 2008, 22:09
- Forum: Help & Bugs
- Topic: Help with FPS
- Replies: 9
- Views: 1637
Re: Help with FPS
Yes. Infact, you can change it back and forth to see which option actually gives you the best performance.
- 31 Jan 2008, 07:04
- Forum: Game Development
- Topic: Maximum Annihilation Promo Thread
- Replies: 50
- Views: 4237
Re: Extended Annihilation Promo Thread
I'd rather play the mod from the first third of the vid... it does use those actual sound effects though, right? Cause they were awesome!
- 30 Jan 2008, 20:06
- Forum: Off Topic Discussion
- Topic: Gunpowder Knight
- Replies: 214
- Views: 16717
Re: Gunpowder Knight
Good story.
Poor fuzzy silverbacks (that knife you in the belly)
Poor fuzzy silverbacks (that knife you in the belly)
- 30 Jan 2008, 19:48
- Forum: Off Topic Discussion
- Topic: Yahoo bot and google bot?
- Replies: 34
- Views: 3634
Re: Yahoo bot and google bot?
Yes! He did this handy table to demonstrate it all:
(I didn't write it down, so forgive any order errors)
Code: Select all
Windows 3.0 - Crashed once every 2 months
Windows 3.1
Windows 3.11
Windows 95
Windows NT?
Windows 98
Windows 2000
Windows ME
Windows XP
Windows Vista - Crashes once every 2 hours
- 30 Jan 2008, 08:54
- Forum: Off Topic Discussion
- Topic: Yahoo bot and google bot?
- Replies: 34
- Views: 3634
Re: Yahoo bot and google bot?
The totally awesome thing about studying computer science at uni is that all your teachers talk JUST LIKE Arhg! Its awesome... I never knew there was a windows 3.11 before today... we skipped it and jumped straight to SUPER ADVANCED 95. I also was taught just how OS's have been "getting faster&...
- 30 Jan 2008, 08:42
- Forum: Game Development
- Topic: Player specific inflation
- Replies: 25
- Views: 4128
Re: Player specific inflation
Well, that doesn't quite do the same thing. What MadRat wants would force a player to use practically every unit to maintain a viable position. Even garpikes on Comet Catcher, once the spiraling costs of Gators and Raiders has pushed them out of favor. Your idea would still leave them able to spam &...
- 30 Jan 2008, 08:20
- Forum: Feature Requests
- Topic: Realtime Dynamic Weapon Change!
- Replies: 23
- Views: 1671
Re: Realtime Dynamic Weapon Change!
You can save the original unit's queue, its standing orders (at least I think thats accessible somewhere...), its position, and its velocity, then assign these to the new unit. Just leaves the issue of animation position... which is a lot harder to solve... but for some uses (low animation units lik...
- 29 Jan 2008, 23:52
- Forum: Game Development Tutorials & Resources
- Topic: Mod Question Repository... Questions come in, answers go out
- Replies: 1167
- Views: 161419
Re: Mod Question Repository... Questions come in, answers go out
It is possible to change at least weapon reload and accuracy on a unit by unit basis. As with anything else that the engine already changes on a unit by unit basis (for stuff like experience).
- 29 Jan 2008, 23:13
- Forum: General Discussion
- Topic: Restricting Sprign to 1 core == bad idea
- Replies: 10
- Views: 1420
Re: Restricting Sprign to 1 core == bad idea
And from my experience, Spring tends to run better using both cores on a Pentium D 915 (with a Geforce 7600 gt) and a Core 2 duo t7250 (with some intel integrated thing that eventually causes it to crash with no/useless log).
- 22 Jan 2008, 23:48
- Forum: Lua Scripts
- Topic: Factory Script
- Replies: 6
- Views: 1317
Re: Factory Script
Ah, was thinking I'd have to use that for it...
- 22 Jan 2008, 23:03
- Forum: Game Development Tutorials & Resources
- Topic: Mod Question Repository... Questions come in, answers go out
- Replies: 1167
- Views: 161419
Re: Mod Question Repository... Questions come in, answers go out
You'll just be adding a new function. You can place it in any position (well, not inside another function's block). Spring figures the rest out for you.
- 20 Jan 2008, 09:15
- Forum: Help & Bugs
- Topic: crashes
- Replies: 12
- Views: 2274
Re: crashes
Maybe test if this is the cause. I believe Spring was more forgiving of missing models for corpses before the lua parsers, so it could have been an undetected issue for a while now.
- 20 Jan 2008, 08:05
- Forum: Lua Scripts
- Topic: Factory Script
- Replies: 6
- Views: 1317
Re: Factory Script
Is this using 76b1 or svn versions? Cause I couldn't get units to spawn up in the air, despite using what I thought were fairly high altitudes...
- 20 Jan 2008, 07:48
- Forum: Feature Requests
- Topic: Support for multicore in pathfinding?
- Replies: 31
- Views: 4916
Re: Support for multicore in pathfinding?
Know what is interesting? The other day while playing Spring with task manager open I noticed I was at 100% computer usage... and it was all spring... and setting spring to one core reduced my framerate signigicantly.
Spring is multi-threaded now?
Spring is multi-threaded now?
- 20 Jan 2008, 06:04
- Forum: News
- Topic: Spring 0.76b1 release
- Replies: 86
- Views: 39342
Re: Spring 0.76b1 release
Ah... missed it. Thank you.