0.73b1 test build - Page 2

0.73b1 test build

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

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?
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

Is there any chance we could get another build with some of the most recent bugfixes? most notably, the improved laser hit detection which modders can define. I'd like to see how my mod plays when the bullets move as quickly as they should AND still hit things.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Forboding Angel wrote: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.
Image

I made a screenshot of it :-)
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Argh
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Post by Argh »

The laser hit-detection one is coming. JC was kind enough to put it in- I need to document it, also. Basically, it allows you to use the "size" variable for all of the point-based weapons- the larger the size, the larger the collision sphere.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

rotated factory's still don't work correctly,

Units face the wrong direction and the grounddecal isn't rotated.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

NOiZE wrote:rotated factory's still don't work correctly,

Units face the wrong direction and the grounddecal isn't rotated.
Decal rotation should be on a per building basis. Some of them wouldn't look right being next to rotated ones.
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Caydr
Omnidouche
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Post by Caydr »

Definitely need a new EXE, anyone up to the challenge of compiling? All AF's tags are missing from the current version and I *really* need to be able to experiment with them before the official version is released!
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

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.. :|
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

e:- added "select <selection criteria>" action (redundant)
It means that you can put your selection bindings
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+
In uikeys.txt, it looks like this:

Code: Select all

bind  Ctrl+b  select AllMap+_Builder_Idle+_ClearSelection_SelectOne+
The advantage of using selections.txt is that you have a nice
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+
P.S. At the moment, it's a useless feature. At a minimum, the word
completion code would need to be made "select" aware for the
run-time binding and command formats to be useful.
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Bug: s3o buildings don't rotate in ghosted building placement mode. However, upon being built they are faced the correct direction.
alik83
Posts: 82
Joined: 08 Sep 2004, 15:32

pretty important

Post by alik83 »

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.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

suggestion: give sm3 versions of Mars and SmallDivide to lower download size (maybe you could then have XTA and EE as mods, and only slightly increase size?)

ofc, this is only if Mars' and SmallDivide's makers want to remake them

did NoiZe make them both?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: pretty important

Post by trepan »

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:

Code: Select all

bind  Any+g  guard
You could also just add this if you wanted to use Ctrl+g,
Alt+g, Meta+g (or some combination), for something else:

Code: Select all

bind  Shift+g  guard
Another option is to hit a normal "g", then click on the new factory.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

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.
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Caydr
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Post by Caydr »

ILMTitan wrote:It is currently called "Fight," but I like "Assault." It sounds more general.
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.
ofc, this is only if Mars' and SmallDivide's makers want to remake them

did NoiZe make them both?
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.
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FizWizz
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Post by FizWizz »

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.
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.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

FizWizz wrote:
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.
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.
wonder where did that came from.
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Caydr
Omnidouche
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Post by Caydr »

Eh, er, where do I get that?
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KDR_11k
Game Developer
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Post by KDR_11k »

I think Fight and Patrol makes the units suspend their movement, mark their current spot as their return point, destroy the enemy, then return to their marked spot and continue moving from there. Maybe setting them to Roam changes that?
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Smoke trails don't appear to work properly if you're looking along the line of fire of missile weapons.
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