Lobby isn't totally finished yetPauloMorfeo wrote:And about a lobby for Lin? Multiplayer in Linux would actually be inexistant without a lobby for Linux (due to the dificulty to set up multiplayer games)... I haven't been keeping up with the development of the lobbies...Tobi wrote:It is this releasemalric wrote:I also assume this is not the version in which we can play lin vs win... Any news about that release ?
...
That would earn some major news in Happypenguin!
0.74 testing
Moderator: Moderators
Greatness
also, the invqueue is in the registry, change it to 1 if ur wise.
now.
"S" key for stop, no longer cancels build orders.
But it does cancel queued commands.
It works fine, except its easier to "delete" accidentally (or bc you are used to), your queue.
Pressing "S", wont cancell an Attack command, or an Dgun command..
So again you will end up messing your buildqueu by mistake if you are used to cancell using "S".
Instead of that you can use ESC.
This will cause some confusion.. and im not sure its functional.
Personally, the only usefull case when i dont want "S" command cancelling the current order is when im "placing" a building.
Then again.. i think that is now addresed by the "invqueue" thing in some way.
(yes it is,.. but i shall not try to explain it.).
Is this change related to the binding system? meaning you can rebind "cancel_current_order" or smt to "S" key?.
also, the invqueue is in the registry, change it to 1 if ur wise.
now.
"S" key for stop, no longer cancels build orders.
But it does cancel queued commands.
It works fine, except its easier to "delete" accidentally (or bc you are used to), your queue.
Pressing "S", wont cancell an Attack command, or an Dgun command..
So again you will end up messing your buildqueu by mistake if you are used to cancell using "S".
Instead of that you can use ESC.
This will cause some confusion.. and im not sure its functional.
Personally, the only usefull case when i dont want "S" command cancelling the current order is when im "placing" a building.
Then again.. i think that is now addresed by the "invqueue" thing in some way.
(yes it is,.. but i shall not try to explain it.).
Is this change related to the binding system? meaning you can rebind "cancel_current_order" or smt to "S" key?.
Okay, after testing Foreboding Angel's Whakamatunga Riri SM3 map, there are still some visual things borked.
I play with L mode on, the latter screenshot:
http://skynet.campus.luth.se/~chosen/bam/screen034.jpg
http://skynet.campus.luth.se/~chosen/bam/screen035.jpg
It's damn ugly! Why can't the normal terrain that is in los, be in normal color and the others be colored weirdly? And then there's the whole radar issue.
All the beautiful maps go to waste if everybody is playing in L mode and everything's dull gray. It doesn't need to be!
Also the metalspots are quite faint on top of the map in f4-mode but I guess it's better this way as you can still see the terrain better than the blackness in the previous versions.
I play with L mode on, the latter screenshot:
http://skynet.campus.luth.se/~chosen/bam/screen034.jpg
http://skynet.campus.luth.se/~chosen/bam/screen035.jpg
It's damn ugly! Why can't the normal terrain that is in los, be in normal color and the others be colored weirdly? And then there's the whole radar issue.
All the beautiful maps go to waste if everybody is playing in L mode and everything's dull gray. It doesn't need to be!
Also the metalspots are quite faint on top of the map in f4-mode but I guess it's better this way as you can still see the terrain better than the blackness in the previous versions.
The no minimap bug was mentioned earlier in this topic, by me, it was in Canyon_Pass.sm3, where also the metal / path layers show really screwed up graphics.bamb wrote:Yeah, is there one in canyon pass? I wonder if it's a problem with the map or the engine. I can't that map to work... Does anyone know of a third sm3 map?AF wrote:no minimap either....
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hollowsoul
- Posts: 665
- Joined: 06 Jun 2006, 19:49
err
damn devs couldnt take a break for abit :/
I try & get some sort of lobby battles working asap minus unit limitations.
Have my comboboxs in Battle gtk.TreeView done atlast.
Will be easy enough to get rest of Battle Code done now, may need input for popup window for hosting a battle i.e bug user to pick player numbers / mod / name / password etc...
Really wasnt excepting a release so soon, also didnt have much time free lately with work
damn devs couldnt take a break for abit :/
I try & get some sort of lobby battles working asap minus unit limitations.
Have my comboboxs in Battle gtk.TreeView done atlast.
Will be easy enough to get rest of Battle Code done now, may need input for popup window for hosting a battle i.e bug user to pick player numbers / mod / name / password etc...
Really wasnt excepting a release so soon, also didnt have much time free lately with work
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
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Hunter0000
- Posts: 197
- Joined: 04 Nov 2004, 00:33
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
try using "Hold Position"Lippy wrote:I'm not sure if this was true in old versions, but in this one, units cannot shoot a target just within their range; they move towards it until it is well within and then shoot...
If your units are not on hold position they always go within their max range to get a shot. This is not new.
Could you please fix this bug (good for autohosts) - mouse "window" area is not updated on window resize:
- if you start windowed with window size say 2x2. Minimize window during map load and then try to maximize it, you cannot use mouse there. Mouse only works in 2x2 window at top left and so scrolling and other mouse related stuff is disabled.
- if you start windowed with window size say 2x2. Minimize window during map load and then try to maximize it, you cannot use mouse there. Mouse only works in 2x2 window at top left and so scrolling and other mouse related stuff is disabled.
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TallFurryMan
- Posts: 1
- Joined: 27 Nov 2006, 14:34
What do you mean? edit: ah you mean the Never Use Shaders [ ] tick box? I have that blank.Forboding Angel wrote:bamb you need to enable shaders for sm3
edit:
looks pretty darn good to me.
Did you try playing with comms/aai script and hitting L? The map is good looking in normal mode, yes, similar to your shot, but when I hit L, the LOS overlays make it gray. Like I posted before.
Why is it so damn hard to understand what I am writing? Look at the pictures, can't you see a difference?
http://skynet.campus.luth.se/~chosen/bam/screen034.jpg
http://skynet.campus.luth.se/~chosen/bam/screen035.jpg
??????????
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43

