Reviving the request list - Page 4

Reviving the request list

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Actually if you where to look extremely closely at those magnetic domains that make up that magnetic track you would find that there was nothing there but probability clouds, and the fact that the only reason there is a track at all is because it is the most probably occurence once all the probably realities and events are imposed ontop of eachover.
But even if it was a magnetic track of drive space on some disc platter somewhere it would still have no corners!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

true enough hd platters have no corners... good thing because I am sure that would suck bad.
User avatar
Syffer Bidan
Posts: 31
Joined: 21 Jan 2005, 01:01

...

Post by Syffer Bidan »

Uh...
<scratches head>
sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

I added headings for dynamic music and 3D sound effects.

3D sound is something that is in the OTA options menus (though I must admit I cannot tell a difference beetween the 3D and stereo settings). Could we expand on it and get any EAX support in Spring?

Regarding dynamic music, could we get Spring to play OTA's wonderful music the same way as OTA: contextually. In OTA, when you began a battle, the battle music kicked in. When you lost, defeat music started. I would love to see that back in.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hhmmm sparkyhodgo are you using twin speakers or are you using surround sound speakers such as 5.1 speakers or quadraphonic? If you just have 2 then stereos all you'll get, which is all I think TA supports, which might be why you get stereo sound.
sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

Hahahahaha. Me??? Stereo speakers?!? Give me more credit than that! 5.1 surround.

But I don't think TA was recorded in any format that could support surround sound, even with the 3D sound setting. In fact, if I recall right, the sound effects are 8-bit.

Edit: Alantai Firestar, let somebody else talk. This is a forum, not an everybody-asks-Alantai-Firestar-what-he-thinks questionnaire.
Last edited by sparkyhodgo on 15 Mar 2005, 17:23, edited 2 times in total.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

what? You dont have 7.1 surround?! I thought I gave you more credit that 5.1!!!!!!!!
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

What about gravity. Maby on a low gravity world (like a moon) when you blow up an enemy, their pits would fly farther and in slower motion. Also in High G worlds, ships would sink faster, artillery would have a shorter range and air craft might crash if damaged to much (due to the engians failing because of the High G forces)
sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

That's a good point. It was variable in OTA maps like Comet Catcher, which has low gravity.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

realy! I dint notice it in OT. cool
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Bruce, regarding your explanation of metal deposits...

Image
User avatar
[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Good spotting. But is that the way it works, or is that the only patch in los?
sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

Added the SY-acknowledged radar-jamming and LOS-blocking trees. Also added my own request for multiple monitor support (trust me, it's nice!)
sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

Updated with SJ's info on construction priorities. That is tantalizing. What other prioritization can we automate? Can we prioritize get artillary always to stay to the back when firing, or always to take the high ground?
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Certainly not impossible, sparky. Problem is doing it efficiently. 'spose you could make each ground unit a vertex in a buffered vertex array or something, and have the array's elements organized by relative proxmity... but again, too in efficient. No reason simple formation AI couldnt handle that :P
sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

It would also be very nice if you could make flight formations for bombers. I remember micromanaging them in OTA to keep them spread out to avoid flakkers. If there were some kind of "disperse" or "spread out" order for the selected units, I could save a lot of them from dying (especially in commaber blasts!)
sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

Added Doomweaver's suggestions to 1) have mohos turn themselves off automatically when power is low and 2) to have a popup over construction sites to tell you how much time is left at the current rate, and how much more metal/energy it will use if the currently-selected construction unit helps.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Im bumping this for the star trekie out there... also admins can we hve this stickyed!?!? Thanks...

aStorm
User avatar
WillRiker
Posts: 207
Joined: 27 Mar 2005, 04:02

Post by WillRiker »

it would be nice if one could make planes only attack air units, or only ground units.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

For me In OTA, bombers never attacked buildings even with +shootall unless you told them to, they'd just patrol all day doing nothing but shoot that laser ontop they have.
Post Reply

Return to “General Discussion”