that's not what he meant, he dislikes the new wind affected movement and I am not 100% comfortable with it either
Yep, thats it. the water is painfully slow on (edit:) dsx, and is faster than the boil of the sun on dworld. While dworld doesnt have too high bumpwater settings, just a tad faster than the old default.
Plus the real reason is that this new bumpwater borks all my maps. Apparently smoth and I seem to be the only ones who actually tweak the bumpwater params to our liking, since there is great potential to be had in it.
Last edited by Beherith on 13 Aug 2009, 01:28, edited 1 time in total.
that's not what he meant, he dislikes the new wind affected movement and I am not 100% comfortable with it either
Yep, thats it. the water is painfully slow on dsd, and is faster than the boil of the sun on dworld. While dworld doesnt have too high bumpwater settings, just a tad faster than the old default.
could we have some autodetection whether or not the water is visible at all? then it wouldnt be rendered either. would save rendering time, and most maps are played without water anyways...
that's not what he meant, he dislikes the new wind affected movement and I am not 100% comfortable with it either
Yep, thats it. the water is painfully slow on dsd, and is faster than the boil of the sun on dworld. While dworld doesnt have too high bumpwater settings, just a tad faster than the old default.
could we have some autodetection whether or not the water is visible at all? then it wouldnt be rendered either. would save rendering time, and most maps are played without water anyways...
2. New UnitDef variable. maxReverseVelocity, if > 0, automagically determines reversing state and how fast. Set near to maxvelocity for good results (imo).
If you do not want your units driving in reverse across the whole map, don't set reverse speed that high (I've already experimented with S44 units in test build). The closer reverse speed is to forward speed, the more likely units are to use reverse mode. IMO reverse speed close to 0.5 forward speed does the trick.
BumpWater doesn't work for me at all now. In 0.79 it only worked if I deactivated all the extra options (like Reflection, Refraction, ...) but now even that doesn't help. I have a "GeForce Go 7400/PCI/SSE2" and it tells me that "OpenGL does not allow writing to input variable 'gl_Vertex'". (fixed)
Last edited by MelTraX on 16 Aug 2009, 11:03, edited 3 times in total.
great work guys, i'm sick at home now so i'm compiling it :)
got some strange messsages, but everything is going fine:
Code:
[ 16%] Building CXX object rts/lib/CMakeFiles/hpiutil2.dir/hpiutil2/sqshstream.cpp.o Linking CXX static library libhpiutil2.a [ 16%] Built target hpiutil2 Scanning dependencies of target spring [ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/ClientSetup.cpp.o [ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/Camera.cpp.o [ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/PreGame.cpp.o In file included from /tmp/SBo/spring_0.80.0/rts/Game/PreGame.cpp:42: /tmp/SBo/spring_0.80.0/rts/aGui/Gui.h:43:7: warning: no newline at end of file [ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/CameraHandler.cpp.o [ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/PlayerBase.cpp.o [ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/ConsoleHistory.cpp.o [ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/SelectionWidget.cpp.o In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.h:6, from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:2: /tmp/SBo/spring_0.80.0/rts/aGui/GuiElement.h:87:7: warning: no newline at end of file In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:13: /tmp/SBo/spring_0.80.0/rts/aGui/Gui.h:43:7: warning: no newline at end of file In file included from /tmp/SBo/spring_0.80.0/rts/aGui/VerticalLayout.h:4, from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:14: /tmp/SBo/spring_0.80.0/rts/aGui/GuiElement.h:87:7: warning: no newline at end of file In file included from /tmp/SBo/spring_0.80.0/rts/aGui/VerticalLayout.h:5, from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:14: /tmp/SBo/spring_0.80.0/rts/aGui/Layout.h:33:7: warning: no newline at end of file In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:14: /tmp/SBo/spring_0.80.0/rts/aGui/VerticalLayout.h:22:7: warning: no newline at end of file In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:15: /tmp/SBo/spring_0.80.0/rts/aGui/HorizontalLayout.h:22:7: warning: no newline at end of file In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:16: /tmp/SBo/spring_0.80.0/rts/aGui/Button.h:34:7: warning: no newline at end of file [ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/WaitCommandsAI.cpp.o [ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/CommandMessage.cpp.o [ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/ChatMessage.cpp.o
On a side note, why do you dirty the Spring folders with all sorts of fugly files.
The Spring folder should just contain Spring.exe, the client and a few important files which don't belong in any of the directories.
I like to keep my folders organized by when I have a bunch of files in my Spring folder that I can't move or Spring won't work it gets a bit messey and confusing.
Why not chuck all these in a directory of their own? Most games of this size don't have 20+ files in the main folder.
On a side note, why do you dirty the Spring folders with all sorts of fugly files.
The Spring folder should just contain Spring.exe, the client and a few important files which don't belong in any of the directories.
I like to keep my folders organized by when I have a bunch of files in my Spring folder that I can't move or Spring won't work it gets a bit messey and confusing.
Why not chuck all these in a directory of their own? Most games of this size don't have 20+ files in the main folder.
Could it be possible to keep Spring.exe running even when it crashes for some weird reason? Seen games which does that... So i would still see what was happening in the game etc... annoying that it just closes, when i want to see what happened before crash and so on, maybe check game state before quiting it myself...
and LUA shouldnt even be able to crash Spring at all, rather kill the LUA script and continue than crash whole game...
Joined: 08 Jan 2007, 06:13 Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
Have you had a lua script crash you recently? The errors it causes are pretty-well isolated. The only things it can legitimately screw up are memory (and stack) consumption and while 1 do end.
When a player can successfully join back in back dragging script.txt onto Spring.exe they can get back into a game that they may have failed to load on first run.
That should be fixed already. If you have some time on your hands, you could try with the latest version.
Cool, I'll try it out.
JAZCASH wrote:
On a side note, why do you dirty the Spring folders with all sorts of fugly files.
The Spring folder should just contain Spring.exe, the client and a few important files which don't belong in any of the directories.
I like to keep my folders organized by when I have a bunch of files in my Spring folder that I can't move or Spring won't work it gets a bit messey and confusing.
Why not chuck all these in a directory of their own? Most games of this size don't have 20+ files in the main folder.
Have you had a lua script crash you recently? The errors it causes are pretty-well isolated. The only things it can legitimately screw up are memory (and stack) consumption and while 1 do end.
idk recently, but i have fixed area-attack lua code before which made division by zero error and that crashed Spring.exe as well.
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