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the other units that can construct/destruct objects and buildings need their own menus as well. this is the same nobody as the original poster.
2009-06-15 21:31:30 UTC by nobody
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After telling an ANT to construct/destruct an object, a second menu needs to pop up and give a list of objects that the ANT can construct. With the current random selection that ANTs use to determine what gets constructed, it becomes insanely difficult to build a simple pipeline from one island to another when there are roads, bridges, etc that cross the path.
2009-06-15 21:28:32 UTC by nobody
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valharis changed the public information on the Advanced Strategic Command project.
2009-01-10 13:57:23 UTC by valharis
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valharis added the ASC-2.2.0.0-Install.exe file.
2008-12-14 14:31:38 UTC by valharis
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valharis created the 2.2.0 file release.
2008-12-14 14:31:10 UTC by valharis
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valharis added the asc-2.2.0.0.tar.bz2 file.
2008-12-14 13:50:14 UTC by valharis
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valharis created the 2.2.0 file release.
2008-12-14 12:34:12 UTC by valharis
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Both the north and south space ports have correct graphics, but it seems the entrance/exits are incorrect: They are both positioned in the northern field, and roads/airstrips only "connect" on that field. It would seem that one of them should position on the southern field.
2008-06-10 14:45:51 UTC by nobody
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Do you use GCC 4.2.x and -O2 (the default optimization) ?
There seems to be a bug in GCC, for which the current source has a workaround.
2007-10-21 11:50:45 UTC by valharis
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I tried current CVS on Debian on an Athlon 64 X2. I get a segfault on startup.
I tried RC7 and RC9 on Windows XP 64 bit edition, the game started, I could load maps, but I can't select units. Clicking on a unit has no effect. The panel at the right sode stays empty, I can't move the unit.
Here's a gdb's output from the linux segfault:
philipp@debian:~$ gdb asc
GNU gdb...
2007-10-14 19:59:34 UTC by spth