Hot off the presses!!
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Munch I think SJ is right it half muzzle velocity qives quarter range.
A ballistic projectile will have a vertical and horizontal velocity due to the launch angle.
Ignoring wind resistance, curvature of the earth and coriolis effect.
The flight time (t) is determined by the verticle velocity (Vv) and gravity (g), it is;
t = 2xVv/g
The range (R) is determined by the flight time (t) and the horizontal velocity Vh, it is;
R=Vhxt
Half the velocity = half the flight time = quarter range.
So you could half range by doubling gravity, would only affect ballistic weapons though.
Halving all weapon velocities, gravity and max ranges should scale everthing ok.
If changing gavity is a problem, half all none ballistics and max ranges but only divide ballistics by square root of 2.
A ballistic projectile will have a vertical and horizontal velocity due to the launch angle.
Ignoring wind resistance, curvature of the earth and coriolis effect.
The flight time (t) is determined by the verticle velocity (Vv) and gravity (g), it is;
t = 2xVv/g
The range (R) is determined by the flight time (t) and the horizontal velocity Vh, it is;
R=Vhxt
Half the velocity = half the flight time = quarter range.
So you could half range by doubling gravity, would only affect ballistic weapons though.
Halving all weapon velocities, gravity and max ranges should scale everthing ok.
If changing gavity is a problem, half all none ballistics and max ranges but only divide ballistics by square root of 2.
Build 8 available.
http://www.epicedit.com/spring.zip
Includes updated spring.exe, minispring.exe, SpringClient.exe, unitsync.dll among other updates.
This build should have the tank tracks in it, so test away.
I'm still working on the map conversion program, the new tile system is a bit tricky and has to be perfect. It's about 75% done now. So here's something to test in the mean time.
Enjoy!
-Buggi
http://www.epicedit.com/spring.zip
Includes updated spring.exe, minispring.exe, SpringClient.exe, unitsync.dll among other updates.
This build should have the tank tracks in it, so test away.
I'm still working on the map conversion program, the new tile system is a bit tricky and has to be perfect. It's about 75% done now. So here's something to test in the mean time.
Enjoy!
-Buggi
No goodie?
It can't find maps.... :/
wtf mate?
stupid kangaroos
wtf mate?
stupid kangaroos
bulldog and stumpy have extra pieces called sp and sp1 respectively, really noidea how it works.Gnome wrote:How do you use the tracks? Just add verticies to the 3do, or what?
SYs have made some really annoying changes, like spring warning about every buildpic that is missing, this is VERY annoying for someone with a mod with practically no BPs.

Trees were totally messed up too.
EDIT: infact it doesnt work at all on small divide it seems. And there's no sign of high trajectory anywhere.

Yeah, where'd High Trajectory go? And same here, the trees went to hell in this latest build... messing with the options in Settings.exe doesn't change a thing in that regard.
Not to try to derail this topic again, but I have a minor request that'd slot in well with the new map format: a "GenericWorldType" tag in the smd (or whatever the current incarnation of the data file is). It'd just be something like "Snow", "Metal", "Grass", "Desert", "Swamp", etc which could be used by units... say in the FBI file, add support for a few new lines: SnowModel=whatever; (pointing to a 3do file), GrassModel, etc etc; the reason I ask is because this would let us do map specific camo paint jobs (assuming the map maker properly sets the world type). Again, it's not a huge deal if it doesn't make it, but I'd like it for various things in SWTA, and I'm sure WD and the other realism-type mods would enjoy dynamic camo based on the map.
Not to try to derail this topic again, but I have a minor request that'd slot in well with the new map format: a "GenericWorldType" tag in the smd (or whatever the current incarnation of the data file is). It'd just be something like "Snow", "Metal", "Grass", "Desert", "Swamp", etc which could be used by units... say in the FBI file, add support for a few new lines: SnowModel=whatever; (pointing to a 3do file), GrassModel, etc etc; the reason I ask is because this would let us do map specific camo paint jobs (assuming the map maker properly sets the world type). Again, it's not a huge deal if it doesn't make it, but I'd like it for various things in SWTA, and I'm sure WD and the other realism-type mods would enjoy dynamic camo based on the map.
Tank tracks. (Which I'm thinking must be related to the new map stuff.)Buggi wrote:What doesn't work at all?
And keep in mind, there are no changes to spring.exe from me, they're all SY changes in there.
-Buggi
And I know, my moaning was at the SYs this time

edit: and Gnome is absolutely spot on.
Although its not like I have any textures anyway.

Sorry dude. My day job is as a Technical Consultant for a firm in the Seattle area. I'll be moving to that area shortly, hopefully. :DNeuralize wrote:Thanks Buggi.Even though you totally ignored my last post directed to you.
! However, all is forgiven.
I didn't totally ignore it.


Yikes!
-Buggi
Ahh, what's the tag, pray tell? Also, does this tag allow for modders to make artillery *only* high trajectory, or at least HT by default?Neuralize wrote:Thanks Buggi.Even though you totally ignored my last post directed to you.
! However, all is forgiven.
High Trajectory has become a unit tag that must be enabled.
I'll post some maps for people to test in a bit.
I'm going to assume that it gives the little button to the unit's interface.
However, after testing the Hightrajectory=1. It indeed does give the unit locked high tracjectory, that's not to say however that different values of Hightrajectory could enable more options such as the toggle button that we all know and love.
And, after further testing, they indeed do:
Hightrajectory=1; No button toggle, High trajectory always stays on.
Hightrajectory=2; Button toggle, initially, high trajectory is off.
*Hightrajectory=3; Crack cocaine fountains forth from the unit's barrels in a display of love and joy.
(For those who do not know how to add variables in FBIed, it's quite simple, just go on over to your C:\Program Files\FBIEd4\Variables.dat and add away, save, then restart FBIed.)
*Unconfirmed.
And a theory on the trees might be that their skinning/mesh, wtf it is, has been changed for the next version, but us, with our old files get a whole lot of ugly.
However, after testing the Hightrajectory=1. It indeed does give the unit locked high tracjectory, that's not to say however that different values of Hightrajectory could enable more options such as the toggle button that we all know and love.
And, after further testing, they indeed do:
Hightrajectory=1; No button toggle, High trajectory always stays on.
Hightrajectory=2; Button toggle, initially, high trajectory is off.
*Hightrajectory=3; Crack cocaine fountains forth from the unit's barrels in a display of love and joy.
(For those who do not know how to add variables in FBIed, it's quite simple, just go on over to your C:\Program Files\FBIEd4\Variables.dat and add away, save, then restart FBIed.)
*Unconfirmed.
And a theory on the trees might be that their skinning/mesh, wtf it is, has been changed for the next version, but us, with our old files get a whole lot of ugly.
Pfft, FBIEd. Real men use notepad
Thanks for sorting that out though, that sounds perfect.
Also, Buggi, please read: http://taspring.clan-sy.com/phpbb/viewt ... 2625#22625

Also, Buggi, please read: http://taspring.clan-sy.com/phpbb/viewt ... 2625#22625
I tried creating a 96x96x 16 millions color .png ( into /unitpics/) and adding the line BuildPic=Shai-Hulud.png; in the .fbi. As soon as I built a builder able to built that unit, I had:Yeha wrote:I added the option to have a "BuildPic=file" tag in the fbi file so the buildpic can be any of the suported formats (pcx, bmp, jpg and dds for now).

Then I saved the .png into a .bmp, and changed the line into BuildPic=Shai-Hulud.bmp; and this time Spring ran with no problem and used the picture indicated.
Also, in that build, trees textures transparency doesn't work:

That was using TA Spring 0.51b1 Build 8.
Windows 2000 Pro
Althlon XP2200+ 1.8GHz
1024MB RAM
DirectX 0.9c
ATI Radeon7000 with 64MB
Buggi I got latest build but for some reason I cant get at the cvs, so I cant test my AI out.
Also I get the following tryign to build the debug part:
Linking dynamic library: ..\rts\bagge\aidll\mmhandler.dll
libcpd.lib(xdebug.obj) : error LNK2019: unresolved external symbol __malloc_dbg referenced in function "void * __cdecl operator new(unsigned int,struct std::_DebugHeapTag_t const &,char *,int)" (??2@YAPAXIABU_DebugHeapTag_t@std@@PADH@Z)
libcpd.lib(_tolower.obj) : error LNK2001: unresolved external symbol __malloc_dbg
libcpd.lib(xdebug.obj) : error LNK2019: unresolved external symbol __free_dbg referenced in function "void __cdecl operator delete(void *,struct std::_DebugHeapTag_t const &,char *,int)" (??3@YAXPAXABU_DebugHeapTag_t@std@@PADH@Z)
..\rts\bagge\aidll\mmhandler.dll : fatal error LNK1120: 2 unresolved externals
Process terminated with status 1 (0 minutes, 8 seconds)
Also I get the following tryign to build the debug part:
Linking dynamic library: ..\rts\bagge\aidll\mmhandler.dll
libcpd.lib(xdebug.obj) : error LNK2019: unresolved external symbol __malloc_dbg referenced in function "void * __cdecl operator new(unsigned int,struct std::_DebugHeapTag_t const &,char *,int)" (??2@YAPAXIABU_DebugHeapTag_t@std@@PADH@Z)
libcpd.lib(_tolower.obj) : error LNK2001: unresolved external symbol __malloc_dbg
libcpd.lib(xdebug.obj) : error LNK2019: unresolved external symbol __free_dbg referenced in function "void __cdecl operator delete(void *,struct std::_DebugHeapTag_t const &,char *,int)" (??3@YAXPAXABU_DebugHeapTag_t@std@@PADH@Z)
..\rts\bagge\aidll\mmhandler.dll : fatal error LNK1120: 2 unresolved externals
Process terminated with status 1 (0 minutes, 8 seconds)
Nice trees!! HAHAHAHHAHA
And AF... you probably need to recompile the mmhandler.dll file in debug mode as well.
Oh, and zyzsg... why'd you even try a png? Even in the quoted text it doesn't list a PNG as a valid type. o_O
And now you can see why I release the builds. The SY's like adding features, but never explain how they work.
-Buggi
And AF... you probably need to recompile the mmhandler.dll file in debug mode as well.
Oh, and zyzsg... why'd you even try a png? Even in the quoted text it doesn't list a PNG as a valid type. o_O
And now you can see why I release the builds. The SY's like adding features, but never explain how they work.
-Buggi