Recapitulation 2009-2011
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Recapitulation 2009-2011
So i have just been thawed from cryosleep.
How much has changed in my absence?
Can Spring already do rigged models from quake or something? Unit-specific crosshairs? Any other cool new features?
How much an effort would it be to render a two-year-old mod workable again?
Who are our new overlords i should welcome?
How much has changed in my absence?
Can Spring already do rigged models from quake or something? Unit-specific crosshairs? Any other cool new features?
How much an effort would it be to render a two-year-old mod workable again?
Who are our new overlords i should welcome?
Re: Recapitulation 2009-2011
No.Anarchid wrote:Can Spring already do rigged models from quake or something?
What? That doesn't make any sense! It's a RTS man! Otherwise yes I think you can.Anarchid wrote:Unit-specific crosshairs?
Anarchid wrote:How much an effort would it be to render a two-year-old mod workable again?
Re: Recapitulation 2009-2011
http://springrts.com/phpbb/viewtopic.ph ... 4&start=52Anarchid wrote:How much an effort would it be to render a two-year-old mod workable again?
Other then that, only some minor things like different default values for some things etc.
Unit-specific crosshairs:
for fps mode? would require that fps mode works correctly in first place

aa->ba->ca->zerok
I'd say rejoining games after connection lose is one of the cooler new features.
Re: Recapitulation 2009-2011
Is it that broken atm? How broken is it? I remember having PLANS for it before my long cold sleep.for fps mode? would require that fps mode works correctly in first place
Re: Recapitulation 2009-2011
Not broken enough where it can't be improved. 

Re: Recapitulation 2009-2011
Does it crash the game? I remember that fps-firing from a heavy laser once crashed me in some 0.7 series. Well my side was losing anyway.Not broken enough where it can't be improved.
Re: Recapitulation 2009-2011
maybe you remember how it would not allow you to point the cursor at every spot? Like it would snap on or around some things. That is still there.
Also in current version, it does not allow you to shoot at enemies.
Not sure if that is already fixed for next version though.
And I think the UI stuff that gets drawn in fps mode (cursor, weapon text, top down view of unit) can not be disabled.
Also in current version, it does not allow you to shoot at enemies.
Not sure if that is already fixed for next version though.
And I think the UI stuff that gets drawn in fps mode (cursor, weapon text, top down view of unit) can not be disabled.
Re: Recapitulation 2009-2011
Yes, now i remember! But didn't that have to do with the available firing arcs? I clearly remember spamming d-gun into the sky.maybe you remember how it would not allow you to point the cursor at every spot?
WHAT HAPPEN! Oh noes.Also in current version, it does not allow you to shoot at enemies.
I remember that i might have requested some call-in for this, and Lurker having told me that that would not be nice, rather bad instead.And I think the UI stuff that gets drawn in fps mode (cursor, weapon text, top down view of unit) can not be disabled.
I guess it never moved from the dead spot. Maybe this time? Our overlords seem to be different from a glance, even if there are so few new features.
Re: Recapitulation 2009-2011
That's pretty conclusive, but lacks that human touch.
I'll sure read through the changelog, though.
I'll sure read through the changelog, though.
Re: Recapitulation 2009-2011
You can still do that. What I mean is the cursor seems to "snap" to some grid or something when aiming, like a magnet. Hard to explain, it is not completly smooth, free aiming like in fps games.But didn't that have to do with the available firing arcs? I clearly remember spamming d-gun into the sky.
Afaik there is no game that seriously wants to use fps mode so improving it is probally not a priority...
Despite that, in 2009 a 3rd person game was made:
http://springrts.com/wiki/Air_Raid
It is probally easier if you ask what you want to know instead of us listing everythingThat's pretty conclusive, but lacks that human touch.

random things:
-sync errors are basically gone since some time.
-there are 3 "major" lobbies (tasclient, springlobby, zerok lobby) with map&mod downloaders.
-basically every new games has something unique. From the "alphabet soup" mods only ba, nota & xta remain.
Just look at http://springrts.com/wiki/Games of ourse or at the games/mapping/projects subforums.
-single player missions returned and can be played from zk lobby.
-return of planet wars (http://springrts.com/phpbb/viewtopic.php?f=1&t=25918)
Re: Recapitulation 2009-2011
The case is obviously that i want to reincarnate Metropolis Spring, so i'm looking for stuff that might be used for that.
New graphical features? Deformable units or something? All and any kind of stuff doable for first-person mode?
(by the way, on wrong aiming, i think this can be very much countered by the new Lua animation scripts - just manually rotate the weapon piece to camera angle, and feuer frei! correct if i'm wrong here)
Of the stuff not mentioned in the tracker:
Has our toolchain had any improvement? Are there some better modelling or mapping solutions, especially for those on Linux? I remember that mapping units was sort of a nightmare back in the old days, and the blender s3o plugin tended to destroy stuff at times.
New graphical features? Deformable units or something? All and any kind of stuff doable for first-person mode?
(by the way, on wrong aiming, i think this can be very much countered by the new Lua animation scripts - just manually rotate the weapon piece to camera angle, and feuer frei! correct if i'm wrong here)
Of the stuff not mentioned in the tracker:
Has our toolchain had any improvement? Are there some better modelling or mapping solutions, especially for those on Linux? I remember that mapping units was sort of a nightmare back in the old days, and the blender s3o plugin tended to destroy stuff at times.
Re: Recapitulation 2009-2011
searched for it, looks interessting.The case is obviously that i want to reincarnate Metropolis Spring
I tried putting in a modinfo.lua and spawning units via /cheat /give but all non-buildings exploded on creation.

But that seems to be a problem with your game logic/me using wrong map because there was a message about the map being empty. ("Collateral: Map is uninhabited. My work is done here.")
Or it also wants startunits spawned. Just follow zwzsg's links from earlier on...
Lua shaders (ie cartoon shader & depth of field), LUPS, (particle system in Lua), bumpmapped water,...New graphical features?
Not vertix deform, but ie damage textures by shaders (or something like that)Deformable units or something?
Also units "breaking apart" by hide/show of pieces is very easy with unit scripts in Lua because they allow to use tables/arrays.
might work, good luckmanually rotate the weapon piece to camera angle, and feuer frei!

No idea about the model importing.Has our toolchain had any improvement?
But not having to compile unit scripts with scriptor and being able to reload them ingame makes that part tons easier. Also various small tools like a CEG effects browser, hitbox editor etc. are imo very helpfull.
For maps there is stuff too, ie Springmapeditor (no more need for command line tools) and "Feature Placer" (edit map features ingame)
Re: Recapitulation 2009-2011
Does spring still crash if the unit dies while being fps controlled?
Re: Recapitulation 2009-2011
Never did that to me.
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Re: Recapitulation 2009-2011
No. That was a bug from the 6 series like 5 years ago. Pre- Tobi if that tells you anything.pintle wrote:Does spring still crash if the unit dies while being fps controlled?
Re: Recapitulation 2009-2011
Though Spring will still crash on some setups in FPS mode.
Also now we have nice pathing that follows some algorithm that sounded good on paper but takes it up the rear in reality.
Also now we have nice pathing that follows some algorithm that sounded good on paper but takes it up the rear in reality.