Page 5 of 5
Posted: 18 Jun 2005, 08:56
by Doomweaver
If we have a slider, then there is no divergance among the communtity, because we are all still playing with the same spring.exe, so I don't get the problem.
Also, someone mentioned tha everything is double size already - can someone else confirm this, and what it means? Because if its true then shrinkung units down to their normal size should cause no pathing problems (with units of size 1x1)
Posted: 18 Jun 2005, 09:28
by Gnomre
But having the size variable makes it impossible for mappers to make maps that work at all scales, like we have told you repeatedly throughout this topic. Mappers need to know the scale to make their maps accordingly...
And yes, "Original Spring" is double sized technically. There are comments all over the place in the code along the lines of "Since Spring is twice the size of TA yada yada"...
Posted: 18 Jun 2005, 09:31
by Doomweaver
I still don't get it. A small river in one is a large river in another.
As has been repeatedly stated, all it means is that the map is twice as big.
Posted: 18 Jun 2005, 09:50
by Gnomre
Existing maps yes. Future maps, or recompiled existing maps, could be made smaller to fit the scale. These maps would be smaller in filesize and they would take less in terms of system resources to run...
Posted: 20 Jun 2005, 13:11
by AF
(oh, and atlanti, how do you know that the TA robots arent taller then the trees? Banans sure, but maybe a pewee are 50 meters hig( less/more))
(And i still want that zoom buttons :/)
It would be uneconomical to produce a unti that tall with the firepower of a peewee. Besides how do you not know these are redwood trees?
Minispring shall replace TA, min3mat, you played a game of minispring for 1 minute with me then it crashed, followed by numerous normal spring crashes. Resize your maps to half their size and play minispring and it'll look identical to ordinary spring.
My question is why should we keep spring at 200% size and not OTA sized? Afterall the tree to peewee ratio is unbalanced.
Posted: 21 Jun 2005, 04:38
by Buggi
Here's the lastest and greatest version with all up-to-date fixes.
You can tell whether you're using the new version as I added "Mini" to the text you see when it loads.
^_^
http://www.epicedit.com/MiniSpring.zip
-Buggi
Posted: 21 Jun 2005, 04:55
by Gnomre
Buggi: One thing I've noticed about it that I didn't consider before... Dragon's Teeth (and Sandbags in SWTA) don't get resized in their feature .tdf files, so they are twice as wide as they should be. It should be as simple as dividing their size down as well.
[edit] Just to clarify, their models are the right size, it's just their defined footprint that is too big.
Posted: 21 Jun 2005, 05:17
by Buggi
They're 1x1 ( I think...

)
divide that by 2 what do you get?
int divide by 2 and what do you get?
if something has a foot print of 1x1, it doesn't get halved.
-Buggi
Posted: 21 Jun 2005, 05:20
by Warlord Zsinj
Are the models kept the same size, though?
Because if you attempt to make a row of DT's, you get gaps, not a solid wall.
Posted: 21 Jun 2005, 05:40
by Gnomre
They're 2x2 actually. Besides, the SWTA infantry are 1x1 and they scale down fine...