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Posted: 19 Dec 2005, 10:22
by SwiftSpear
duffus wrote:The message said Problem with Open GL for shadowmaps. when i went to play the mynn i was playing metal heck and i noticed the map was very dark and the units were not. after the crash i assumed that that is what shadowmapping was. i didnt see a selection to turn it off or on. help me guys i dont wnat ot play in the dark i just want to WAR!!! thanks much!!
A: Always update your video card drivers and verison of DX before complaining about a graphical problem of any type that mentions openGL or direct X.
B: If that doesn't work we really can't help you much without knowing at least your video card.
C: There is an option to turn down shadow map size. If all else fails try tweaking that.
Posted: 19 Dec 2005, 10:34
by Das Bruce
And theres a checkbox for shadows.
ITS ALL FIXED SwiftSpear
Posted: 21 Dec 2005, 01:59
by duffus
I UNINSTALLED AND REINSTALLED ALL OF MY TA SPRING DIRECTORIES AND REINSTALLED THE LATEST VERSION OF THE GAME.
NO PROBLEMS LATELY. THANKS FOR THE HELP SwiftSpear
Posted: 22 Dec 2005, 23:38
by FoeOfTheBee
it's not ready for release, but anyone who wants to check out the cursors can get it here:
http://blancandrin.dyndns.org/~foe/xect_vs_mynn03.sd7
Posted: 23 Dec 2005, 20:28
by FoeOfTheBee
Xect now have a missile tower and wind generators. Fixed some weapon problems. 2 more cursors to finish...
Mod-in-progress is at the same location as the last post, only 5mb now.
Posted: 23 Dec 2005, 23:29
by xenoclone
Foe OfTheBee wrote:Xect now have a missile tower and wind generators. Fixed some weapon problems. 2 more cursors to finish...
Mod-in-progress is at the same location as the last post, only 5mb now.
You do know I released one extra unit, a missile tower, separe on my site for the Xect, right?
Posted: 23 Dec 2005, 23:52
by Pxtl
xenoclone wrote:Foe OfTheBee wrote:Xect now have a missile tower and wind generators. Fixed some weapon problems. 2 more cursors to finish...
Mod-in-progress is at the same location as the last post, only 5mb now.
You do know I released one extra unit, a missile tower, separe on my site for the Xect, right?
Hmm - well, maybe that one can be used for a different kind of missile tower - like absolute annihilation's Screamer (long-ranged missile tower).
Posted: 24 Dec 2005, 16:12
by FoeOfTheBee
xenoclone wrote:Foe OfTheBee wrote:Xect now have a missile tower and wind generators. Fixed some weapon problems. 2 more cursors to finish...
Mod-in-progress is at the same location as the last post, only 5mb now.
You do know I released one extra unit, a missile tower, separe on my site for the Xect, right?
That's the one I added. I think it is a very nice unit, it seems to require a "cool down" period after firing a burst, which is interesting tactically.
For wind I used a Mynn wind mill with two of the blades knocked off.
Posted: 31 Dec 2005, 14:31
by Tim Blokdijk
Posted: 31 Dec 2005, 17:54
by Min3mat
nice :)
Posted: 31 Dec 2005, 18:49
by FoeOfTheBee
I added the load screens to the version-in-progress. Look for a release later today... It is legal or very close, (maybe a few questionable sounds and textures) and there are few bugs.
Posted: 31 Dec 2005, 19:02
by Tim Blokdijk
Textures are alright afaik, looking forward to the release.
But don't rush yourself, I don't think many people would play it atm with 2006 around the corner.
Posted: 09 Jan 2006, 20:13
by FoeOfTheBee
Version .5 is ready for release. New, beautiful cursors, exploding commanders, dguns, and balance by formula.
I also strongly suspect the mod is legal. I am not 100% sure, so I am not yet saying it is gpl.
As soon as FileUniverse is back up, I will post it.
Posted: 10 Jan 2006, 02:16
by Isaactoo
Foe OfTheBee wrote:...balance by formula.
I also strongly suspect the mod is legal. I am not 100% sure, so I am not yet saying it is gpl...
It will be real nice to have a GPL mod, then we can invite friends to play Spring who don't have TA
"balance by formula" - will be interesting to see how well it works.
Posted: 11 Jan 2006, 15:20
by Tim Blokdijk
FileUniverse won't let me have it for 2 days now..
Can you take another look at it?
Posted: 11 Jan 2006, 18:38
by AF
It'd have built mroe but it had no antistall code and each factory had 10 ro more idle cons sitting there doing nothing.
Posted: 11 Jan 2006, 19:25
by Chocapic
t gotta say that already from the earlier versions the new cursors its a very interesting idea.
It makes it look quite diferent from other mods
Posted: 12 Jan 2006, 02:56
by FoeOfTheBee
0.5 released, and I say unto you, lo, it is playable.
http://fileuniverse.com/?p=showitem&ID=2140
Posted: 12 Jan 2006, 04:01
by diggz2k
It is playable and fun. It would be nice if we could have constructive feed back so that we can make it better. It would also be nice if the community could start posting cool new sounds, models, ideas, and units. This mod will be great.
Posted: 19 Jan 2006, 07:59
by diggz2k
Foe are you alive? I want this mod to get good don't stop!