0.73b1 test build
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
BUG:
When you select no shaders, ground scars start appearing as nothing but black shapes, that said I do love the no shaders function for those of us less fortunate.
Also, I pressed z and x and it started cycling textures all over the place. Was completely bizzarre. I can see it as being useful to mappers, but what the heck is it?
When you select no shaders, ground scars start appearing as nothing but black shapes, that said I do love the no shaders function for those of us less fortunate.
Also, I pressed z and x and it started cycling textures all over the place. Was completely bizzarre. I can see it as being useful to mappers, but what the heck is it?
Gave it a test run.
Total war camera has the mouse x-axis switched.
you move mouse left, and the camera moves rigth.
(this happens in current version too).
in the settings program, in Mouse input settings:
Settings are switched,
Total war(in menu)= Rotatable overhead (in game).
and so on, for other camera modes.
e:- added "select <selection criteria>" action (redundant)
and someone will have to explain that..
Total war camera has the mouse x-axis switched.
you move mouse left, and the camera moves rigth.
(this happens in current version too).
in the settings program, in Mouse input settings:
Settings are switched,
Total war(in menu)= Rotatable overhead (in game).
and so on, for other camera modes.
e:- added "select <selection criteria>" action (redundant)
and someone will have to explain that..

It means that you can put your selection bindingse:- added "select <selection criteria>" action (redundant)
in uikeys.txt as well as in selections.txt.
In selections.txt, it looks like this:
Code: Select all
Control_B AllMap+_Builder_Idle+_ClearSelection_SelectOne+
Code: Select all
bind Ctrl+b select AllMap+_Builder_Idle+_ClearSelection_SelectOne+
selection editor to generate the strings. The advantages of the
uikeys.txt format are that it can be bound and unbound at run-time,
and that it keeps all of your key bindings in one file. You can also
type the uikeys.txt format into the chat line as follows:
Code: Select all
Say: /select AllMap+_Builder_Idle+_ClearSelection_SelectOne+
completion code would need to be made "select" aware for the
run-time binding and command formats to be useful.
pretty important
I don't know if anybody noticed it but queing some commands with hotkeys(non-build and non-move) doesn't work!
Try move, shift-e(or r or g), I used to build a factory then press shift-g for my constr unit to guard the factory after it will be finished, but now when I press shift-g nothing happens; Only shift-build/move/default commands work now.
Try move, shift-e(or r or g), I used to build a factory then press shift-g for my constr unit to guard the factory after it will be finished, but now when I press shift-g nothing happens; Only shift-build/move/default commands work now.
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- Posts: 501
- Joined: 18 May 2006, 21:19
Re: pretty important
alik83:
Do you have Shift+g bound to "guard", or just "g"?
The flexibility of being able to configure the keybindings
with modifiers comes at the price of having to manage
them. If you always want "g" to be "guard", then use:
You could also just add this if you wanted to use Ctrl+g,
Alt+g, Meta+g (or some combination), for something else:
Another option is to hit a normal "g", then click on the new factory.
Do you have Shift+g bound to "guard", or just "g"?
The flexibility of being able to configure the keybindings
with modifiers comes at the price of having to manage
them. If you always want "g" to be "guard", then use:
Code: Select all
bind Any+g guard
Alt+g, Meta+g (or some combination), for something else:
Code: Select all
bind Shift+g guard
is there a way to "concatenate" selection criteria?
like do this, then do this other... (one key)
(from game.. its bit useless.. unless you are great typer and .. er).
Well its a step forward, and the additions to the key biddings seems cool, if you love to custom config like me.
the load/save method seems bit odd... it seems you must include some "unbind" line in your uikeys.txt, before doing any bidding? or you must type that ingame?
thanks for the explanation.
like do this, then do this other... (one key)
(from game.. its bit useless.. unless you are great typer and .. er).
Well its a step forward, and the additions to the key biddings seems cool, if you love to custom config like me.
the load/save method seems bit odd... it seems you must include some "unbind" line in your uikeys.txt, before doing any bidding? or you must type that ingame?
thanks for the explanation.
And it behaves strangely. I told group A to "fight" to a location on the other side of group B. Group A comes across group B, kills it, then returns to their start location, THEN proceeds to the location I told them to "fight" to. Might've already been fixed, I'm not sure what build I was using at the time.ILMTitan wrote:It is currently called "Fight," but I like "Assault." It sounds more general.
I'm usually wrong, but I really don't think Noize made those. Also, you can't just convert a map to SM3, it'd have to be remade from scratch, unless an SY still has the heightmap they used lying around somewhere.ofc, this is only if Mars' and SmallDivide's makers want to remake them
did NoiZe make them both?
Any second now, AF is going to walk in and remind you all about his groupAI that was made by him that can export heightmaps.Caydr wrote:I'm usually wrong, but I really don't think Noize made those. Also, you can't just convert a map to SM3, it'd have to be remade from scratch, unless an SY still has the heightmap they used lying around somewhere.
wonder where did that came from.FizWizz wrote:Any second now, AF is going to walk in and remind you all about his groupAI that was made by him that can export heightmaps.Caydr wrote:I'm usually wrong, but I really don't think Noize made those. Also, you can't just convert a map to SM3, it'd have to be remade from scratch, unless an SY still has the heightmap they used lying around somewhere.