MiniSpring Version 0.65b2 Build 0

MiniSpring Version 0.65b2 Build 0

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

MiniSpring Version 0.65b2 Build 0

Post by Buggi »

http://www.epicedit.com/MiniSpring_065b2_0.zip

Need I say more?

Probably plenty of bugs, so be gentle when posting them. :)

I need to get back into the swing of things to finish that map compiler.

:D

-Buggi
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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

I thought you gave up on it?

:shock:

THANK.
YOU.
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DeathHawk
Posts: 278
Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

Hey Soooooo whats minispring lol ?
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Makes maps bigger by making units smaller.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

a few points:
- magnum sized tracks (those settings need to be halved, too)
- problems with building lines of stuff, when the building has a odd size number (just try dragging a line of solars)
- no metalmaker ai/ect (bug or installation error?)
- EXTREMELY UGLY missiles. In bold because i remember bitching about them in the last version and thought i MUST have been a bug... you cannot seriously think those are better then the stock spring ones, right?
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

It's just the missile flare isn't scaled down.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I take it this has been compiled fromt he latest cvs too hence the groupAI's not showing up.

Ghosted buildigns switch and prioritized messages havent been added to the cvs yet, and maybe if you could make this switchable so we could turn ti on/off then we'd have minispring in the cvs too.

Nice to see your still here.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Track size.

No metalmaker AI? huh? o_0

As for building "lines" of things, yes, this is a KNOWN issue and CANNOT be solved. Well maybe it could be, but I barely have time to sleep, let alone re-write the algorithm that does that.

Fine, I'll fix the missles, I liked when they actually used particles and not bmp's. *sigh*

-Buggi
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Hm. about the lines: I guess the problem is that the map uses integer positioning and those buildings now have fractional sizes...
But it would be nice to tweak the "line building" algorithm so that there is at least no overlap that causes huge gaps by skipping that building.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

No metal maker AI?

The GroupAI are for version 0.65b2, but you seem to ahev sued mroe recent code, in which the AI itnerface has changed.

Use the recompiled GroupAI I provided in the skirmish package with NTAI 0.26, they should work.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I always compile using the latest source. Hence the build numbers.

-Buggi
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