thank you!

thank you!

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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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

thank you!

Post by smoth »

Wow, this newest version has soo much in it I don't know what to say! So, I guess thanks is a start.

The color system is fantastic, I have already created many colors replacing the old pallete completely.. btw where is that info stored? My gawd it rocks! Also, the fact that we need only one texture for team colors GREATLY simplifies mod development!

I have not fully explored the particle system that we now have but so far I am excited. Presuming Jc was able to deal with the issue of dirt for water and ground I will be most excited!

The new labels by Belmakor look good, I am glad that you guys also included the later revision to make it solid. They look very proffesional! The zoom ouf from colorblind is equally fun!

The mouse options were a bit confusing at first because I didn't know where the settings went to then I saw all the options we now have! KUDOS!

Ground decals, death animations, the new shield system. It is late and I still have not explored this version completely. So with that, good night and good job guys. As I said ealier this was a stellar release.
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

+1 :-)
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Thanks!

And for the explosion thing, you can still use

Code: Select all

[dirt]
{
....
}
but when you need to add a second dirt, you can't name it dirt too because of the tdf parser. You can name something random and add class=dirt

Code: Select all

[dirt]
{
  class=dirt;
}
EDIT: Err, I fixed it, but the fix got lost in messing around with svn, so yo u still have to wait for another release :(
Last edited by jcnossen on 17 Jun 2006, 12:03, edited 1 time in total.
Monkwarrior
Posts: 43
Joined: 12 Aug 2005, 08:24

Post by Monkwarrior »

From a user-point-of-view: Thanks for this new version devs 8)
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

The mouse options were a bit confusing at first because I didn't know where the settings went to then I saw all the options we now have! KUDOS!
could you share that info please? me and day would be most grateful
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I love it too, and I haven't been able to play a game yet! I just played with the colours, looked at another game...
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Tim Blokdijk wrote:+1 :-)
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

more color changes :shock: \


I think I'mma like color ing and texturin less..... sigh....

but alas...

means more MODELS!!!!

I need a texture peon that I can tell to do things...

volunteers?

I can make models in RECORD time...

but texturing.. is like a bronchaisarus.... sp? thnking....

lol... I need a second brain... :P
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

one small thing about the ground decals: is there any way to make them override grass? Having grass show through concrete or survive an explosion looks a bit weird...
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Already working on giving the tanks of Axis & Allies inviso-shields so bullets bounce off them ^^

Brilliant work devs, this version is awesome.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

LathanStanley wrote:I think I'mma like color ing and texturin less..... sigh....
No, lathan it really is easier... as far as s30 files go it is still the same. Oh, btw I was talking to SJ we could use blue for transparencies but someone has to write the alpha culling code. He might do it but as you know he has real life work.
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

This release really is brilliant, so many useful details. Colorblind's Tabzoom ist absolutely awesome, the custom colors are great, marker borders, F3, all this cool stuff and dozens of other things I probably haven't seen yet.

Very nice!
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

I hopes next version of Upspring also get such tools & features boost up :twisted:
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