Indeed, however, it need more cowbell - so to speak.NOiZE wrote:The mission rocked :D
New version, 0.65b1
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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 :)
I dont know if this would be too much work, but if it's simple to implement, i'd like to see that, thanks :)
Thanks!
Cool! Thanks =) (and for all the other changes too)-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)
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
SWTA uses spring-rendered lasers. We have the intensity and thickness tags for a reasonGrOuNd_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 :)

problem with torpedoes/subs/adv torp launchers
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
Sounds like the target cats got mixed up =(
Cheers
Munch
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Re: New version, 0.65b1
Those are absolutely awesome!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, ...
Too bad the multiplayer replays are gone, now (0.65b2). Will be looking forward for it to discuss strategies with my PT mates.
Lots of cool and usefull stuff, Betalord.Betalord wrote:TASClient changelog from 0.152 to 0.16:
...
* added "diminishing metal maker returns" host option
...
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.
Neither,could we have a exact clarification on diminishing MM returns? is it logarithmic or more of a straight line
Code: Select all
metalMakerEfficiency=8./(8.+max(0,sqrt(metalMakerIncome/gs->activeTeams)-4));