malric wrote:I also assume this is not the version in which we can play lin vs win... Any news about that release ?
It is this release
...
And about a lobby for Lin? Multiplayer in Linux would actually be inexistant without a lobby for Linux (due to the dificulty to set up multiplayer games)... I haven't been keeping up with the development of the lobbies...
It's damn ugly! Why can't the normal terrain that is in los, be in normal color and the others be colored weirdly? And then there's the whole radar issue.
All the beautiful maps go to waste if everybody is playing in L mode and everything's dull gray. It doesn't need to be!
Also the metalspots are quite faint on top of the map in f4-mode but I guess it's better this way as you can still see the terrain better than the blackness in the previous versions.
Yeah, is there one in canyon pass? I wonder if it's a problem with the map or the engine. I can't that map to work... Does anyone know of a third sm3 map?
Yeah, is there one in canyon pass? I wonder if it's a problem with the map or the engine. I can't that map to work... Does anyone know of a third sm3 map?
The no minimap bug was mentioned earlier in this topic, by me, it was in Canyon_Pass.sm3, where also the metal / path layers show really screwed up graphics.
I try & get some sort of lobby battles working asap minus unit limitations.
Have my comboboxs in Battle gtk.TreeView done atlast.
Will be easy enough to get rest of Battle Code done now, may need input for popup window for hosting a battle i.e bug user to pick player numbers / mod / name / password etc...
Really wasnt excepting a release so soon, also didnt have much time free lately with work
I'm not sure if this was true in old versions, but in this one, units cannot shoot a target just within their range; they move towards it until it is well within and then shoot...
Also - now that we have begun to take steps away from using TA stuff, and now calling this just 'Spring' can we prehaps rename the default filepath, exe, client ect..? It would be silly to have an ip-free version with nanoblobs only to have it be named taspring anyways.
Lippy wrote:I'm not sure if this was true in old versions, but in this one, units cannot shoot a target just within their range; they move towards it until it is well within and then shoot...
try using "Hold Position"
If your units are not on hold position they always go within their max range to get a shot. This is not new.
Just have it so that if a Spring directory is detected (its already stored in the registry), it installs there, or if its a new install it installs to C:/Program Files/Spring. No need to move it if its already installed, just change it for future new installs.
Could you please fix this bug (good for autohosts) - mouse "window" area is not updated on window resize:
- if you start windowed with window size say 2x2. Minimize window during map load and then try to maximize it, you cannot use mouse there. Mouse only works in 2x2 window at top left and so scrolling and other mouse related stuff is disabled.
I really like the total war style camera, but would it be possible to deform the bounding boxes used when selecting units, so we don't need to turn around a big building to catch the builder in some situations?
Maybe using only the ground silhouette instead of the full volume would be enough.