well
rather than bothering with the totaly outdated spring.exe gui, maybe just change the multiplay client a tiny bit that when not connected a local game is started?
Cant be that hard, right?
Just output the script for the selected bots and run spring.exe... no need to be online at all...
.:NEW MAP!:. Foothills by C_A_P!
Moderator: Moderators
Or what you could do is download the Lobby server, open the TASserver folder and double click Server.bat.
Then use TA Spring battleroom, click options and for the server address click the double arrows and select "localhost" Register the account with yourself by clicking register this account, and then click connect.
Then you can play skirmish vs whatever number of AI players you want (AI downloaded seperatly) while offline. *is shot to death*
Then use TA Spring battleroom, click options and for the server address click the double arrows and select "localhost" Register the account with yourself by clicking register this account, and then click connect.
Then you can play skirmish vs whatever number of AI players you want (AI downloaded seperatly) while offline. *is shot to death*
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
umm
when I do a remake, I tend to change things.
Starting positions is one of them.
BTW I also posted a version 8, which is rendered in Evergreen, but from what I get told and see. People seem to like te barren color more. They are both there. So whatever works :D
BTW one of the reasons pasts of that look a little odd is because I had to redraw the heightmap from scratch, however, very hill is in the exact same place is was on the original.
when I do a remake, I tend to change things.
Starting positions is one of them.
BTW I also posted a version 8, which is rendered in Evergreen, but from what I get told and see. People seem to like te barren color more. They are both there. So whatever works :D
BTW one of the reasons pasts of that look a little odd is because I had to redraw the heightmap from scratch, however, very hill is in the exact same place is was on the original.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43