Hot off the presses!! - Page 4

Hot off the presses!!

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

Moderator: Moderators

Post Reply
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

GrOuNd_ZeRo wrote: visible fog of war support, unexplored terrain will be black, explored terrain outside LOS would be dark, make the green radar circles only appear when L is pressed.
I've actually asked about this myself and the system is quite complex and this feature would take a considerable amount of time to impliment.

It would be nice, but I just don't have the time to do it and everything else at this time. Sorry.

-Buggi
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I'm preparing for a Build 6 release, so be ready. <.<

That is, if anyone even cares. :?

-Buggi
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I figured it would be alot of work, but I'm just stating it since it's so annoying currently.

But I do care about build 6! I keep coming back to this topic daily for new updates by you! you listen to the community!
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

I've been having a lot of fun with Republic Gunships in Build 5 (the new lasers) ;) Is there any chance you could post a zip of the source you compiled as well so I can tinker with the latest code base, or do I have to actually go learn how to use CVS? :P
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Build 6 arriveth!!

http://www.epicedit.com/spring.zip

Numerious tweaks and updates to many parts of the code.

Many updates to the "Mini" aspect. Changes to weapon velocities, accelerations, as well as unit altitude settings. Also with MiniSpring I've done a little more tweaking with the fire at the end of missles. Noticable or not, they're different.

Also, F9 toggles the health bars on and off. A long time coming, that.

My next major challenge will be to make MiniSpring "optional" in some way. In that case the builds could be combined and either a menu option or a command line option will set the flag. Then just one EXE will need to be compiled. And hopefully then, SY might put it into the CVS. :-)

Enjoy!

-Buggi
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

GrOuNd_ZeRo wrote:Make spring read smoketrail=1; to deterime if the missile has a smoke trail or not.

Make spring have firetrail=1; to deterime of the object has fire coming from the missile.

support model=modelname; for all weapons, including LOS weapons and Ballistic weapons, me and Floz will be enternally grateful.

Soundtrigger=0/1; support, currently, spring plays a sound for every projectile fired by a burst weapon, for a shotgun/cluster style weapon, it would play a sound for every projectile which is ear shattering.
All these would be useful, but especially the highlighted one.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

woohoo! you go Buggi!

Hopefully this will solve the annoying bug of tiny infantry units blowing them selfs up too...
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Do not REPOST requests. I have read them and noted them.

It's not like I wave a wand and stuff gets done.

Sheesh.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I wasn't, merely pointing out the most important one. :wink:

EDIT: And your weapon changes appear to have broken my units :shock: How did you change them exactly?
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Just their velocities and acceleration. They were WAY to fast.

What units were broken? can you send me a UFO or SDZ of what is broken so I can test?

-Buggi
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Most of the units in my TC. :o

Doubling the velocity seems to fix them, the issue being that they wouldnt fire to full range, but oddly enough, i think they were the same in Spring as they were in mSpring previously
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

*edited*

Okay... hmm... quirky...

The TTL on missles is range/projectileSpeed+15

:shock:

Odd.

-Buggi
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Actually it seems this issue crept in in build 5, as it was build 4 where they worked correctly. :(
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Another minor issue on my TC is that helicopters or any other unit will be deactivated when going into FPS mode, the rotors will stop like it landed...kinda ugly :( what causes this?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

I've noticed that too! The various walkers in SWTA don't do walk scripts in these builds in first person (you can tell by the shadows).
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Well in FPS mode it isn't rendering your model so there's nothing TO cast a shadow. The camera basically becomes the model.

And yeah, the weapon stuff was done in Build 5 I just forgot to mention it. Oops. :?

I was hoping no one noticed. :D

-Buggi
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

DOH

>_<
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I guess the MESH is still rendered then...why do Kbots have thier movement script working fine but why do choppers have problems? :shock:
User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Something weird is happening with build six. It seems my clients that connect to my server experiance crazy load times in the middle of the game or something, which happens six times, making the screen go white, lasting for about thirty seconds, then totally crashing causing a reboot. I'm trying to figure out what exactly is causing such. Further more, we have just run into craaaazy problems. All over the place, so uh, he's reinstalling. More to report later!

However, on the
Buggi wrote: Many updates to the "Mini" aspect. Changes to weapon velocities, accelerations, as well as unit altitude settings. Also with MiniSpring I've done a little more tweaking with the fire at the end of missles. Noticable or not, they're different.
The weapons are very screwy minispring now, stuff fires really weird and not nearly as far as it should, EVEN at miniscale.
Post Reply

Return to “Engine”