Hot off the presses!!
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The 7zip dll interface is quite horrible to use, and pretty much undocumented as well. So it is certainly possible that it doesn't work perfectly yet.. I have tried it with a taenheter.sd7 file and that worked fine though. So if you can't get it to work, you could perhaps send your file to me so I can see what's wrong.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
Use OTA files, not XTA, and select resurrect botton, then right click + drag to specify resurrection area.
I think units with resurrection should have resurrectioning as their primary right click function :)
I think units with resurrection should have resurrectioning as their primary right click function :)
Last edited by Neuralize on 10 Jul 2005, 00:48, edited 1 time in total.
Build 5 is now ready!!
As usual, the regular spring.exe is untouched (Except specifiying the text "Build 5")
MiniSpring has a few changes in addition to the changes SY impliments. I'll highlight them further down
This build has the new option to end the game when the commander is destroyed.
In
[GAME]
{
GameMode=x; //0 cmd cont,1=cmd ends
}
Both versions impliment custom models for missiles. Both versions also make changes tot he GlobalAI Interface and the test.dll file.
MiniSpring approaches missile trails in a VERY different way, however. Instead of drawing literally hundreds of particles for fire (the way starburts missiles do it) I put to use a much under-used particle emitter. Each missile has its own fire emitter, just one, and the particles do not stay around all that long (depends on size of missle).
I believe this is a better and faster way of handling this effect.
A couple of examples:


I'd like for someone to really test this on a very large scale and get back to me any major issues they may have with it.
Same link as always:
http://www.epicedit.com/spring.zip
Enjoy!
-Buggi
As usual, the regular spring.exe is untouched (Except specifiying the text "Build 5")
MiniSpring has a few changes in addition to the changes SY impliments. I'll highlight them further down
This build has the new option to end the game when the commander is destroyed.
In
[GAME]
{
GameMode=x; //0 cmd cont,1=cmd ends
}
Both versions impliment custom models for missiles. Both versions also make changes tot he GlobalAI Interface and the test.dll file.
MiniSpring approaches missile trails in a VERY different way, however. Instead of drawing literally hundreds of particles for fire (the way starburts missiles do it) I put to use a much under-used particle emitter. Each missile has its own fire emitter, just one, and the particles do not stay around all that long (depends on size of missle).
I believe this is a better and faster way of handling this effect.
A couple of examples:


I'd like for someone to really test this on a very large scale and get back to me any major issues they may have with it.
Same link as always:
http://www.epicedit.com/spring.zip
Enjoy!
-Buggi
As he has said repeatedly, they are only compatible with users who have the exact same version...
[edit] Buggi, any chance of making the health bars toggleable like Sean did? Don't go out of your way, but it'd be nice... looks like it's drawn in Unit.cpp at line 625
Also, another thing that's been confusing me... I've converted all the lasers in SWTA to actual lasers, rather than models. However, the Spring lasers are a tad weak in their opacity, so I went hunting in the source to find where that is handled. It's in LaserProjectile.cpp Ln 74. Increasing that value will yield a more opaque colored laser, however it also puts a black rim around it. Through further experimentation, it looks like that black rim is an alpha layer, which isn't noticable in normal Spring because the opacity isn't that high. I was just wondering if you could take a look at it and point me in the right direction, because from what I'm reading there in the source, there doesn't seem to be any direct way to control that...
[edit2] While you're at it, just make that value that handles opacity and the next value after it (float size) defined in the weapon TDF file. Size just controls the width of the beam. It'd be mighty helpful and appreciated :)
[edit] Buggi, any chance of making the health bars toggleable like Sean did? Don't go out of your way, but it'd be nice... looks like it's drawn in Unit.cpp at line 625

Also, another thing that's been confusing me... I've converted all the lasers in SWTA to actual lasers, rather than models. However, the Spring lasers are a tad weak in their opacity, so I went hunting in the source to find where that is handled. It's in LaserProjectile.cpp Ln 74. Increasing that value will yield a more opaque colored laser, however it also puts a black rim around it. Through further experimentation, it looks like that black rim is an alpha layer, which isn't noticable in normal Spring because the opacity isn't that high. I was just wondering if you could take a look at it and point me in the right direction, because from what I'm reading there in the source, there doesn't seem to be any direct way to control that...
[edit2] While you're at it, just make that value that handles opacity and the next value after it (float size) defined in the weapon TDF file. Size just controls the width of the beam. It'd be mighty helpful and appreciated :)
Last edited by Gnomre on 09 Jul 2005, 23:17, edited 2 times in total.
Ok; let me put it this way. The current version is 0.51b1 right? The spring engine is in BETA. To beta test a game, you need to have differnet builds of the same engine at the same version to TEST different aspects and playablility issues. Two facts you should know Min3mat:Min3mat wrote:well why release it then :s i know you've worked hard on this Buggi but in the end if its not compatible VERY few people will actually use it!
1) Open source beta engines are always related to some type of messageboard.
2) The message board is for feedback on the different versions and builds of the engine they are testing.
Is it sinking in yet?
It is very nice of you to download the newest build and test it and give Buggie feedback to wether or not any the known bug list items still exist. i.e. Build 3 was supposed to cure the ressurection kbot issue.
Beta testing is the main reason why we have this messageboard and have a community. Everyone actively on here has done something or another to add to the engine and the game.
It would be very rude of you to not download the newest build and/or never give any feedback to the engine and any bugs noticed.
I'm not saying it is rude for all players to not contribute anything, just ones known online and in the forum as an active member who has already done things for the playablility and testing aspects of the game. To everyone who has contributed, I applaud you.

*Note to Buggi: Build 4 did not correct path finding issues or ressurection kbot issues; all other bugs known thus far haven't been corrected either as fas as I have experimented. i.e. Summos still can walk on top of the spires in Metal Heck.
Healthtoggleplz plz plz plzplz plz (Read Gnome's last post in this thread.)
*Preps his first newborn for sending to Buggi*
Edit: So, I was testing the different builds of Spring, and Minispring has some serious issues. One of them being that aircraft (Freedom Fighters) go nuts after awhile and fly REALLLY high up, and then the aircraft chasing them go into this burrito trance where they are all like, "MUST FLY HIGHER UP." and this trance can only be broken by force attacking at the ground, and then, like uh, the sky update handler started going nuts out of no where and started taking up 35% of my cpu.
The missile effects are pretty cool, and I would like to see a normal Spring build with them implemented.
*Preps his first newborn for sending to Buggi*
Edit: So, I was testing the different builds of Spring, and Minispring has some serious issues. One of them being that aircraft (Freedom Fighters) go nuts after awhile and fly REALLLY high up, and then the aircraft chasing them go into this burrito trance where they are all like, "MUST FLY HIGHER UP." and this trance can only be broken by force attacking at the ground, and then, like uh, the sky update handler started going nuts out of no where and started taking up 35% of my cpu.
The missile effects are pretty cool, and I would like to see a normal Spring build with them implemented.
Last edited by Neuralize on 10 Jul 2005, 02:55, edited 4 times in total.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
OH i'm deeply appriciating buggi's efforts, he definitly motivates me to work on WD spring more often...
I can't wait for some advanced coding for alpha textures for muzzle flares, cockpits, etc, that would be sweet!
Hopefully there will be support for ballistic projectiles I.E. MLRS/Cannon or LOS weapons like machineguns.
Thanks buggi! you da man...!
I can't wait for some advanced coding for alpha textures for muzzle flares, cockpits, etc, that would be sweet!
Hopefully there will be support for ballistic projectiles I.E. MLRS/Cannon or LOS weapons like machineguns.
Thanks buggi! you da man...!
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I have a few suggestions:
Make spring read smoketrail=1; to deterime if the missile has a smoke trail or not.
Make spring have firetrail=1; to deterime of the object has fire coming from the missile.
support model=modelname; for all weapons, including LOS weapons and Ballistic weapons, me and Floz will be enternally grateful.
Soundtrigger=0/1; support, currently, spring plays a sound for every projectile fired by a burst weapon, for a shotgun/cluster style weapon, it would play a sound for every projectile which is ear shattering.
visible fog of war support, unexplored terrain will be black, explored terrain outside LOS would be dark, make the green radar circles only appear when L is pressed.
Hope we are not bugging you buggi (no pun intended) or burdening you with request, i'd gladly help you out if i had the tools but I really don't know what assembler to use/where to get it..
Make spring read smoketrail=1; to deterime if the missile has a smoke trail or not.
Make spring have firetrail=1; to deterime of the object has fire coming from the missile.
support model=modelname; for all weapons, including LOS weapons and Ballistic weapons, me and Floz will be enternally grateful.
Soundtrigger=0/1; support, currently, spring plays a sound for every projectile fired by a burst weapon, for a shotgun/cluster style weapon, it would play a sound for every projectile which is ear shattering.
visible fog of war support, unexplored terrain will be black, explored terrain outside LOS would be dark, make the green radar circles only appear when L is pressed.
Hope we are not bugging you buggi (no pun intended) or burdening you with request, i'd gladly help you out if i had the tools but I really don't know what assembler to use/where to get it..