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Posted: 03 Aug 2006, 06:26
by LOrDo
Maelstrom wrote:I know your problem with the water coming through the land, im surprised no one else spotted it. You are using a min height of 0. Water ripples from about -1 to 1. Therfore, you are seeing half of the water through your map.
I fixed that a while ago.
Also, thisl take me a while longer then I expect, the heightmap isnt co-operating with me...It'll come eventually though.

Posted: 04 Aug 2006, 06:52
by LOrDo
Its pretty much done. Will make a first release soon, possibly tonight.
Although, im using a diffrent SMD then my own since mine wont work and I dunno why.
Here it is:

Code: Select all

//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
	Description=Amalthea, by Kaine;
	TidalStrength=25;
	Gravity=100;
	MaxMetal=0.10;
	ExtractorRadius=150;
	MapHardness=100;
	[ATMOSPHERE]
	{
		FogColor=0 0.6 0.3;
		FogStart=0.2;
		CloudColor=0.7 0.7 0.7;
		SkyColor=0.2 0.25 0.9;
		SunColor=1 0.8 0.4;
		CloudDensity=0.1;
		MinWind=5;
		MaxWind=15;
	}
	[WATER]
	{
		WaterBaseColor=0.4 0.7 0.8;
		WaterAbsorb=0 0 0;
		WaterMinColor=0.1 0.2 0.3;
	}
	[LIGHT]
	{
		SunDir=0.398 0.426 0.414;
		GroundSunColor=1 0.5 0;
		GroundShadowDensity=0.5;
		UnitAmbiantColor=1 1 0;
		UnitSunColor=1 1 0;
		UnitShadowDensity=0.5;
		SpecularSunColor=1 1 1;
	}
	[TERRAINTYPE0]
	{
		name=Default;
		hardness=1;
		tankmovespeed=2;
		kbotmovespeed=1;
		hovermovespeed=1;
		shipmovespeed=1.5;
	}
	[TEAM0]
	{
		StartPosX=1;
		StartPosZ=1;
	}
	[TEAM1]
	{
		StartPosX=2;
		StartPosZ=2;
	}
	[TEAM2]
	{
		StartPosX=3;
		StartPosZ=3;
	}
	[TEAM3]
	{
		StartPosX=4;
		StartPosZ=4;
	}
	[TEAM4]
	{
		StartPosX=5;
		StartPosZ=5;
	}
	[TEAM5]
	{
		StartPosX=6;
		StartPosZ=6;
	}
	[TEAM6]
	{
		StartPosX=7;
		StartPosZ=7;
	}
	[TEAM7]
	{
		StartPosX=8;
		StartPosZ=8;
	}
	[TEAM8]
	{
		StartPosX=9;
		StartPosZ=9;
	}
	[TEAM9]
	{
		StartPosX=10;
		StartPosZ=10;
	}
	[TEAM10]
	{
		StartPosX=11;
		StartPosZ=11;
	}
	[TEAM11]
	{
		StartPosX=12;
		StartPosZ=12;
	}
	[TEAM12]
	{
		StartPosX=13;
		StartPosZ=13;
	}
	[TEAM13]
	{
		StartPosX=14;
		StartPosZ=14;
	}
	[TEAM14]
	{
		StartPosX=15;
		StartPosZ=15;
	}
	[TEAM15]
	{
		StartPosX=16;
		StartPosZ=16;
	}
	[TEAM16]
	{
And gives me this error:
Image

Posted: 04 Aug 2006, 06:57
by Das Bruce
You haven't closed it. :lol:

Posted: 04 Aug 2006, 07:06
by LOrDo
Das Bruce wrote:You haven't closed it. :lol:
No, im pretty sure I have...
Besides, this shows up AFTER spring starts, and to be exact, on the step "Opening map file".

Posted: 04 Aug 2006, 07:18
by smoth
post the WHOLE FILE.

Posted: 04 Aug 2006, 07:25
by LOrDo
smoth wrote:post the WHOLE FILE.
Err...that must mean im doing somthing very wrong, cause that is the whole file.

Thanks much Maelstroms SMD Creator *grumbles*

Posted: 04 Aug 2006, 07:50
by smoth

Code: Select all

   }
   [TEAM15]
   {
      StartPosX=16;
      StartPosZ=16;
   }
   [TEAM16]
   {
When bruce said "closed it" he meant your braces.

You need to finish off [team 16]

then put a "}" closing brace for that... then put a final '}' for:
[MAP]
{

Somthing like:

Code: Select all

   [TEAM15]
   {
      StartPosX=16;
      StartPosZ=16;
   }
   [TEAM16]
   {
      StartPosX=16;
      StartPosZ=16;
    }
}

Posted: 04 Aug 2006, 07:59
by LOrDo
Thanks! Worked perfectly, now it has an orange ambience with bluish-green fog...hehe.

EDIT: Also, just to bitch, geo vent rendering sucks :evil: .

Posted: 04 Aug 2006, 08:01
by smoth
cool, in return for mah help I want moar shots :)

Posted: 04 Aug 2006, 08:11
by FizWizz
eh, wait a minute, [TEAM16]? you know that really means 17 spawn points, since the counting starts at zero, right? Spring doesn't even have support 17 players. Actually, try it out, tell me if it works...

Posted: 04 Aug 2006, 10:12
by AF
team 17 is the gaia player aka neutral player

Posted: 04 Aug 2006, 15:57
by Weaver
Hardness = 100 will be very soft.

Notepad++ FTW
Image

Posted: 04 Aug 2006, 23:44
by LOrDo
Weaver wrote:Hardness = 100 will be very soft.

Notepad++ FTW
Image
Yah im aware of that, I think its more realistic that way. Really, if a nuke hits the ground, theres gonna be more then a tiny dip in the land... besides, its part of a strategy im working on, the lake walls are so steep that amphibs and hovers are useless, until you can find a way of making them smoother...you figure it out.

*goes and downloads notepad++*

Oh, almost forgot, maps compressed and ready up upload. Totalling at about 7.5mb, thats because it suffers from 1.0 compression...blame my dial up. I cant upload that much and this alone will take me up to an hour. Besides, the compression dosnt even show on the mountainous parts. And it dosnt exactly make the game unplayable.
Ive got a place to upload to, but i need the FTP url from that person, ao I cant do it right now. Pateince...

Normally I set off my downloads to go at night and come back in the morn to find my internet disconnected, program closed (Flashget), and downloads mostly done. Wont work with uploads though...(Unless someone knows a prog. that can, then I can give you a 1337 20mb high-quality version :D)

1 more thing, check back on the first post for screenies.

Posted: 05 Aug 2006, 01:49
by smoth
weaver, crop that shot, it is messing up the forum layout.
//me grumbles obout there being an available patch for phpbb... clean forum with no signatures yet images mess it up :\.

Posted: 05 Aug 2006, 08:34
by NOiZE
a new thread for the release would be better IMO.

Posted: 05 Aug 2006, 08:57
by LOrDo
Im gonna do just that, just to clear up the clutter.

EDIT: Ok, very weird problem. Now that ive compressed it to sd7, it cant read the files inside. Gives weird access voilation errors and crap. Any help?
Settings:
Image

Posted: 05 Aug 2006, 09:54
by Forboding Angel
LOrDo wrote:Yah im aware of that, I think its more realistic that way. Really, if a nuke hits the ground, theres gonna be more then a tiny dip in the land... besides, its part of a strategy im working on, the lake walls are so steep that amphibs and hovers are useless, until you can find a way of making them smoother...you figure it out.
A noble concept, but unfortunately it doesn't work(at least not the way that you intend for it to work). Units will not be able to move well because every time a peewee takes a piss you're gonna get a trench.

Posted: 05 Aug 2006, 13:00
by Weaver
smoth wrote:weaver, crop that shot, it is messing up the forum layout.
//me grumbles obout there being an available patch for phpbb... clean forum with no signatures yet images mess it up :\.
Done.

And for those that like the context layout I used, or want to use it as a base for their own.
http://homepage.ntlworld.com/botworld/u ... neLang.xml

And for those too lazy to google it.
http://notepad-plus.sourceforge.net/uk/site.htm