Hot off the presses!! - Page 8

Hot off the presses!!

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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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Buggi wrote:Oh, and zyzsg... why'd you even try a png? Even in the quoted text it doesn't list a PNG as a valid type.
Ah thx, that explain well while it doesn't work. I feel stupid now.

Many color *.pcx isn't supported. But 256 color custom palette *.pcx is. I hesitate between that and many colors .bmp. I have no idea what *.dds is.
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Buggi
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Post by Buggi »

DDS is the nvidia compressed format. It's what the tiles in the map are saved as.

-Buggi
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Neuralize
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Joined: 17 Aug 2004, 23:15

Post by Neuralize »

I don't know if you fixed the aircraft height bug thing in build 8 of minispring, but here are some amusing screenshots of World Dominion
in action under build 7, where a unit has got itself stuck way up there, and everyone wants a piece of it.

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Buggi
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Post by Buggi »

Yes build 8 includes an attempted fix for aircraft height.

LOL

Well at least we know satellites won't really work unless there's some special coding done.

-Buggi
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Yuk that must be fixed. Anyone know if the cvs is back again?
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Don't fix that looks great! :lol:
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Reminds me of the coverage from the first gulf war...

Image

Meh, those were so much better in movie form...
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Buggi
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Post by Buggi »

CVS has been down for 2 days. Not sure what's going on.

grrrr

-Buggi
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

LOL! I never seen that happen before!

so what was your FPS at when all these bullets were in flight?
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Well, the game was already at 20 fps, because I was running shadows to take some neat screenshots. I would say keep it in too, except the Aircraft fly so high that they can't be killed, and my basic machine shells were coming back at me. Then again, in this build, gravity had not been halved.. (I think.)(See main discussion for screens.)

Any word on what's going on with the trees? Is the color for transparency changed, or what's going on?
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Buggi
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Post by Buggi »

I've been told trees have been fixed, but since the CVS is down, I can't update the build. :-(

And gravity hasn't been affected at all.

-Buggi
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Buggi,

Any updates on Sharp Map? Will it be released before
the next update? Any information would be helpful ...
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Neuralize
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Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Ah well, they shouldn't have been firing at something way up in the sky in the first place.. >.>

Just tested build 8 of Minispring some more.

Unfeatures:
Treadmarks do not resize to miniscale.
Planes still get stuck in the high in the sky, usually at edges of the map.

Only buildings which have odd numbers of units lengthwise/heightwise have difficulties with drag and click line building under minispring.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hehe they've added a rotating overhead camera. Oh well, there goes populous.h
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Buggi
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Post by Buggi »

Yeah I just checked the lastest build and trees are fixed for one. YAY

They've also added custom cursors for resurrect and capture but obviously I don't have them because they'll be in the next release of their XTA mod.

And I don't know what this means:

Code: Select all

-Added tag SmoothAnim=0/1 to the fbi. If it is 1, units will use animation interpolation
In regards to the new SharpMap, the sharing of tile files and how that relates to the current maps tiles is more complex than I had anticipated, and it must be perfect. Add in conjunction to that the new feature placement system and you have a mess of stuff that has to be tweaked and tested before the next beta is released. So no epic size maps for a few days I'm afraid. :-(

I know SY is getting ready to release this code as the "next release". I thought they were going to do it yesterday, but it think the CVS servers delayed that a bit.

-Buggi
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

That's at the request of zwzsg. Great to see the SYs still listen to us pesky people. :-)
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Smoothanim ala GLquake i'm guessing! awesome! K-Bots will move SMOOTH now!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

SmoothAnim is referring to the scripting improovement made a few releases back, that interpolated the script commands so that movements became more fluid. Some argued this however would cause incompatability problems in that there scripts did not behave exactly as they used to.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Buggi, are you waiting for SJ todo a major release or are you gonna compile for us again? I've been waiting ages to test my AI out, I dont even know if it works yet.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I'm waiting.

They updated the version to 0.60b1 so a release in imminent.

-Buggi
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