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Oye, they had just come back from the pub!
Hey, crazy things happen in multiplayer.
If my memory serves me correctly, this is a brutal and uncomfortable map, perhaps stronger in atmosphere than design, but a good effort.
It has been pushed back here and there, but it should be soon?
I recently noticed you posted a thread asking for help with the Spring engine.
I can direct you to the site - Springrts.com
You were asking about creating constructable buildings. All units require a model, texture and scripts. Buildings are just immobile units. All the information you need can be found in either the Spring Wiki or on the forums. Good luck!
I played a small test battle on it earlier, and might be able to play Gundam tonight after 7 PM PST. The balance of the map is solid, and I'm always glad to see another take on an arctic climate.
In a world without weapons that design would work quite well. :3
I can dig it.
Do you also have the corpse modeled?
I would have the tent severed in the middle, the radar sunk into the dirt with a flat tire, and the protruding element of the HQ shoved back in on one corner, or simply twisted. That is just me, I'm crazy.
Fair enough, thanks for getting back to me!
Some odd detail here and there, but I get the point.
The changes really hold up at ingame zoom!
His revised Finnish StuG III texture is similarly improved.
It will look better at normal in-game zoom, but I agree. The texture itself is much smaller than most comparable tank textures from other games, and while there is comparable or superior detail elsewhere, has far too little texture space. If/when this texture is revised we will probably improve the barrel first.
Well, you can, but thus far, few game sound engineers have managed to mix them in such a way that the lyrical content does not interfere.
No, no, this is a highly scientific hot link tank.
When did they add raytracing to Spring? Just kidding.
Surprisingly, they're even efficient!
What about the Linux version?
I have been wondering about something... I know you're keeping the resolution limited, but it doesn't always seem like the available space is used well... the Super Mario World phenomenon, even. I mean, two thirds of the screen here are... empty. Is that intentional or is it merely difficult to establish background components effectively with the limited palette?
I doubt he has been out of the house/office in days.
What are you working on now, bucko?
There have been quite a few projects in long-term development on the engine, while some have disappeared, many have persisted through years and many engine improvements to reach some level of release. Spring continues to attract new projects, I simply wish we had more developers working on the engine to regain our edge over commercial engines.
Melee is under consideration, but there are engine limitations.
Hey, Nemo, don't forget to add me after the core team signs on.
So, have there been any recent advances?
Yeah, I noticed that as well. More voices and more races would probably improve the feel and a DLC could even be profitable.
Seriously, I could get eight computers up with TA at the new place.
Deployment doesn't work with the current version of the engine. There is a replacement in development which is more comprehensive.
It is primarily multiplayer though you can play skirmishes in single player with the included C.R.A.I.G. AI. I tentatively put the minimum requirements at 512 MB of RAM, a Pentium 4, and a GeForce 4, but it doesn't look modern at the settings permitted by that hardware. Recommended moderate requirements are 1 GB of RAM, a Core Duo and a 7-series Nvidia Card.
My A8J with the heat issue I told you about just fell to similar, which gives me the opportunity to wipe and start over - but yes, quite annoying.
This is why I use NoScript when I'm paying attention, if you add that to Firefox this is unlikely to happen again. No guarantees though. I've been there.
Spring can handle a lot, but there is a functional limit on what one man can do.
I don't believe they will.
I didn't even know you were on ModDB!
N3mesis, you need to set up the project and project page. I assume it is a mod which is based on the 1944 game, so categorize it accordingly. I believe most of the members of the 1944 team are willing to contribute or at least advise, so feel free to contact us at various points!
The game is actually primarily licensed under CC-NC and CC-BY-NC. I'm not certain if the animations can be used effectively in many other engines, but I do not believe those are subject to licensing. The models are safe to use as long as you meet the conditions dictated by the license. If you have any other questions, feel free to ask here or on our forums.
Gentlemen, have there been any recent advancements? I heard worrisome things from Bob.
I think part of the point is that piercing is highly uncommon, and light is calibrated to only be effective against light. Remember that the armour system doesn't encompass the entirety of the problem - since there are projectiles and modeled physics in the engine, just hitting with a weapon type is another point that needs to be considered, not to mention AoE, feedback, etcetera.
I believe this is another point where you can simply say - SM3.
Another deliciously cute Zeon design.
Sean, I would ask Tobi to adapt C.R.A.I.G. to your needs. [RoX]Tobi in lobby, a leading engine developer and the AI developer for both SW:IW and 1944.
Nothing wrong with that, though the forms of the Evangelions were somewhat based around the flexible/organic element.
I can't wait for a new map format.
Mine. His revision will be added to repository when I have access to my development computer.