New version, 0.65b1 - Page 2

New version, 0.65b1

Discuss Spring news, such as fresh releases and press coverage, here.
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Kuroneko
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Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

NOiZE wrote:The mission rocked :D
Indeed, however, it need more cowbell - so to speak.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

SJ, i've been replacing weapons that used lasers to simulate tracers with actual models, but they look a little odd when they are shaded, can a tag be added to weapons files called fullbright? this will help TAFF and SWTA as well since they use models for their lasers.

I dont know if this would be too much work, but if it's simple to implement, i'd like to see that, thanks :)
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

IMSabbel wrote:cant test it right now, but are you sure you pressed "save" after entering the comment, too?
ahum.. save button? :o

new bug found, the save button is so hard to find!!! :lol:

i swear looked for something like it, dumb me
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munch
Posts: 311
Joined: 26 May 2005, 20:00

Thanks!

Post by munch »

-Can now switch viewed team when spectating using keys 1-9
...
-Added support for multiplayer replays where several players can watch a reply at once
-Added option for minimap to show colors only based on owned(green),ally(blue),enemy(red)
Cool! Thanks =) (and for all the other changes too)

All the best with betting b2 out. I guess it's maybe too big a change for b2, but is it possible to avoid flooding the chat window with "unit couldn't reach destination" messages? They're useful sometimes but often you end up with the window full of them, leaving you unable to read anything else. I'm thinking of a "this is a low priority message" flag or something, whereby low priority messages only get displayed if they won't push other messages off the top.

Thanks for all your efforts.

Munch
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

I have had several singleplayer crashes using the new ai.. do you guys want me to email the zips to ya'll?
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Fritokane
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Joined: 27 Sep 2005, 16:06

Post by Fritokane »

-Added faster reload speed for experienced units

Am I the only one that quietly said "Hell yeah!" when they read this?
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

NOPE!
rockos, jethros + micro (s :P) for teh win!
mavs too!
and snipers!
and all on small divide! :D
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

GrOuNd_ZeRo wrote:SJ, i've been replacing weapons that used lasers to simulate tracers with actual models, but they look a little odd when they are shaded, can a tag be added to weapons files called fullbright? this will help TAFF and SWTA as well since they use models for their lasers.

I dont know if this would be too much work, but if it's simple to implement, i'd like to see that, thanks :)
SWTA uses spring-rendered lasers. We have the intensity and thickness tags for a reason ;)
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Let me guess? that don't hit crap?
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SinbadEV
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Post by SinbadEV »

ah... Star Wars is realistic if only 1 in 50 shots hits anything
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Nope... they work fine for me.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

It could be a velocity issue, G_Z?
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munch
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Joined: 26 May 2005, 20:00

problem with torpedoes/subs/adv torp launchers

Post by munch »

Just got out of a game on crystal harbour (spectating). The subs in the game (snakes, sharks, and leviathans) didn't seem to shoot at all against stationary targets (underwater metal makers, adv. torp launchers), and adv. torp launchers seemed pretty impossible to hit with anything unless somebody jumped into a unit and aimed manually at them, even then they complained that the cross hairs kept jumping off the target.

Sounds like the target cats got mixed up =(

Cheers

Munch
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

actually I already checked that as well, i've been messing with giving them turnrates, for some reason they hit better like that...

Gnome, could you give an example what a SWTA laser looks like?
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Zoombie
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Post by Zoombie »

That mission was suprisingly awsom. Now convert the campaines from OTA and FF!
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PauloMorfeo
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Joined: 15 Dec 2004, 20:53

Re: New version, 0.65b1

Post by PauloMorfeo »

Fnordia wrote:... the ability to watch replays together with other people.

For those who like to play singleplayer, this release now includes an AI opponent for the first time. It is JCAI that has been included. To try it, you can select "GlobalAI test" when starting spring.exe directly. ... There is also a simple singleplayer mission included, ...
Those are absolutely awesome!
Too bad the multiplayer replays are gone, now (0.65b2). Will be looking forward for it to discuss strategies with my PT mates.
Betalord wrote:TASClient changelog from 0.152 to 0.16:
...
* added "diminishing metal maker returns" host option
...
Lots of cool and usefull stuff, Betalord.
About the "diminishing metal maker returns", i would rather have the option for having metal making disabled.

I wondered many times if the ability to make metal does not ruins to a degree the gameplay. Think i'll test it a few times if i find people willing.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

disable the units.

For such a simple change, there is no need for a new global variable.
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Min3mat
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Post by Min3mat »

could we have a exact clarification on diminishing MM returns? is it logarithmic or more of a straight line?
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Kuroneko
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Post by Kuroneko »

Min3mat wrote:could we have a exact clarification on diminishing MM returns? is it logarithmic or more of a straight line?
log
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

could we have a exact clarification on diminishing MM returns? is it logarithmic or more of a straight line
Neither,

Code: Select all

metalMakerEfficiency=8./(8.+max(0,sqrt(metalMakerIncome/gs->activeTeams)-4));
metalMakerIncome=total income from metalmakers on all teams before multiplying with efficiency.
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