Hot off the presses!! - Page 11

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.

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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

umm is it even possible to call flares from a script?
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Buggi
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Post by Buggi »

I have no idea how flares work, I didn't implement them.

-Buggi
Gowerlypuff
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Joined: 01 May 2005, 03:45

Post by Gowerlypuff »

I'm also getting the "game crashes which causes your PC to reboot" bug. I tried running in non full screen and it caused a STOP error in XP Pro. Any ideas what's causing this? It happenened to everyone that was running with me at the time, various PCs.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Hm. I noticed that the latest CVS commit with the map notes calculates the sine and cosing of on angle 8 time each per call.
I dont know how often this is going to be called but still its >1000 clock cycles wasted each time compared to just using 2 temporary variables.
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Buggi
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Post by Buggi »

Expect another release. They upped the version to .61b1 and seems like they fixed several crash bugs.

They also added two weapon TDF tags to change the accuracy of a weapon to moving targets as well as firing while moving.

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

Post by Gnomre »

Did they add the tags to control the size and alpha of lasers yet? I told them exactly where the locations for those were...
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Buggi
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Post by Buggi »

Gnome wrote:Did they add the tags to control the size and alpha of lasers yet? I told them exactly where the locations for those were...
Yep, for awhile now actually.

Code: Select all

sunparser->GetDef(weaponDefs[id].thickness, "2", weaponname + "\\thickness");
sunparser->GetDef(weaponDefs[id].intensity, "0.9", weaponname + "\\intensity");
8)
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Oh, awesome. Danke sehr.

[edit] Added them to the wiki:
http://taspring.clan-sy.com/wiki/Create ... _in_Spring
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bobthedinosaur
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Post by bobthedinosaur »

will those work with 'lightning' like weapons?

and also forgot to mention by 'calling flares' in a script i mean like, for weapons, jump jets, and engines. not flare countermeasures.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

So how do I adjust these lasers? they would be nice for tracers for the time being...

Just Thickness and Intensity in the weapon .tdf?
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Yeah, I think a high intensity, thin beamed yellow laser would probably make a good little tracer.

And I really don't know how lightning works in spring.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I don't know how to get them to look yellow...there is a thin line between extremes of pink and red, no yellow...I don't get those color codes since they don't corrosponds with the TA pallete...
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Just one question.... Why colour codes at all?
I mean, you want to remain compatible with original TA files, but why not allow arbitrary RGB values, too?
I mean, there has to be some kind of parser, so why not just default it to parse as RGB if non of the colour codes is present in the tag?
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I know that 255 is yellow now! lol, 230ish is red, 208 is pink.

I figured it out and it all looks great as tracers.
Jon Micheelsen
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Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

I don't get those color codes since they don't corrosponds with the TA pallete...
Don't they use the same palette as the old beams...? That palet can be extracted by renaming the GUIPAL.PAL into the PALETTE.PAL in the palettes folder in the old TA data hpi files. That will yield a very wierd looking TA in all wrong colours, but typing +makeposter wil give you an 8-bit bmp screenshot with the palette the beamweapons use!!

Jon M.
Jon Micheelsen
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Post by Jon Micheelsen »

Forget it, just doubl chekked from your info GrOuNd_ZeRo. It's not the same indexes as old TA beams :roll:

Jon M.
SJ
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Post by SJ »

It interprets the color1 and color2 values as hue and saturation which seemed to work for the beams we checked in TA.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I was kinda thinking that! that's interesting!! i'd have to mess around with that now...
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