0.73b1 test release 4, pretty much the final 0.73b1 version - Page 2

0.73b1 test release 4, pretty much the final 0.73b1 version

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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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Also I thought there were space savings by packing maps like moonq10 and moonq20 together :(
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

New TA:S client seems to take over my start bar, can't Use it unless I minimize it or reduce the window size - it also makes xfire "SCREEECH" as if you're in-game.
Can you be more specific? Post screenshots if you think it could help.
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Foxomaniac
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Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Image

It's probably what causes the xfire "screeching".

Xfire does a loud "paper-rip sound" when you're in-game for games it doesn't support (ex. spring :P) when you get a message.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Flamethrowers are about the only weapon which CANNOT set trees on fire.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Some possible engine bugs with this version:
*Any underwater units disappear and reappear randomly, even when you have los and sonar coverage. Often you have to almost be touching them to see them consistently.
*Shadows from objects on the land that extend over the water (in reflective water mode) use the land texture on the water resulting in a somewhat sandy colored shadow over the water.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

Fanger wrote:Also the laser flares seem to be really bad looking.. is this simply because I dont have the latest bitmaps and such stored?
wrong datafiles

(if it's the bug where flares & explosions look like they have only 1 or 2 bit alpha channels)
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Comp1337
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Post by Comp1337 »

MY FLASHING FRAMES :(
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rattle
Damned Developer
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Post by rattle »

YOUR? They're lost in modification apparently...
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Can I get a working airpad script from someone because Ive used that query landing pad and all I get is aircraft landing at the center of the building not at the point I want them to.. Does that even work..? How do you set them up..
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Caydr
Omnidouche
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Post by Caydr »

Check out the quad air repair pad script+model, or just plain old vanilla carriers.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

I did that and it was still screwed up..
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Neuralize
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Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Comp1337 wrote:MY FLASHING FRAMES :(
Yeah, nano frames don't flash. Hellllooo..?
New setting.exe is not included? :o

Wow. Directional factories are so hot.
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diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Post by diggz2k »

In first person mod it would be very helpfull if when you press f2 you get the red screen showing where you can and can't move.

When I tried in fps it just switched between contoured and not or metal map or not depending on which one I pressed recently.

So what needs to be done I guess is have the fps'ed unit automatically be selected with c and not become unselected I think.

Red screen would be really nice. Also good job on the free fire mode, I think that will really make com sharing games and fpsing more rewarding.

This is a small thing doesn't really matter either way, but in the battle menu It would be more forst time user intuitive to have up mean more starting resources not down.

There was one other thing but I can't remember it. I'll psot if I do.
Last edited by diggz2k on 29 Sep 2006, 07:30, edited 2 times in total.
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Very nice update. I have had no bugs as yet. It seems like a big jump, the new gui is much nicer.
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diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Post by diggz2k »

would it be possible to have an ultra low shadow map/shadow settings for low end cards? My nvidia fx 5200 really just can't hack it and it would be nice if there was a way to have really low quality but functional shadows.

Is this something you can just toss in?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Nanoframes don't flash because they can be recolored now and Spring doesn't know what color they should flash to then.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

You should be to blend some white into the colour resulting in the same colour but brighter or darker, if the nanoframe colour is too bright. Or let it be user customizable by determining two colours.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

*gets nudged by someone into posting*

In order to prevent people blaming me and my coloured nanospray patch for the removal of flashing:

When I first looked at the nanoframe code there was no code to make it flash, and I dont remember seeing it flash for quite a while, I'm not sure it ever did flash, and that the new colours are simply making this obvious to the normal user whereas before they didnt notice. So it isnt a bug, it's a feature request. Although ti may well ahve flashed in say v0.61 only to be removed for some reason by someone who isnt here anymore or has been here long enough to have forgotten, possibly back when we used sourceforge cvs...

Although I would suggest that a second tag for the flash to nanocolour would be useful taking the form of the existing tag but with a 2 on the end.

*vanishes without a trace*
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

AF wrote:blablablabla
Nah the flashing works fine in 0.72 it's borked now so it's a bug, small, but still a bug.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I dont remember any flashing either.. I guess it was probably some bug that got removed by accident.
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