Search found 29 matches
- 29 Dec 2011, 14:45
- Forum: Game Development
- Topic: a sollution to the volume problem
- Replies: 23
- Views: 2827
Re: a solution to the volume problem
It is of course possible to create a project without specialization. But theres not just the 0 or 1-way. If two people join and one is some percent better in one field than the other, he should take it. Time is the most precious resource of all – specialization begins on a small scale with small dif...
- 28 Dec 2011, 16:11
- Forum: Game Development
- Topic: a sollution to the volume problem
- Replies: 23
- Views: 2827
Re: a solution to the volume problem
I disagree on the entry-level concept. Its about personal skills and interests rather than a ladder to climb. That's why work is split between different teams / people in development and that's also why I buy my food instead of growing it outside. A full game needs people from all different fields o...
- 28 Dec 2011, 12:46
- Forum: Game Development
- Topic: a sollution to the volume problem
- Replies: 23
- Views: 2827
Re: a sollution to the volume problem
There are 2.5 typical classes of problems: technical and personal. The technical part is constantly bettering (New Spring is not running here due to shitty hardware so can't tell about the last 2 versions). The latter appears to be a revival of the discussions popping up every some months ever since...
- 26 Jul 2011, 19:45
- Forum: General Discussion
- Topic: Synchronous RTS Engines and a Tale of Desyncs
- Replies: 21
- Views: 4185
Re: Synchronous RTS Engines and a Tale of Desyncs
So far I assumed the clients act autonomous to process their frames. Sending an order to do so actually makes more sense. Now the concept seems to be clear to me.
Thanks for the explanation
Thanks for the explanation

- 24 Jul 2011, 22:44
- Forum: General Discussion
- Topic: Synchronous RTS Engines and a Tale of Desyncs
- Replies: 21
- Views: 4185
Re: Synchronous RTS Engines and a Tale of Desyncs
Oh, nice article. Since I understood the basic concept of the spring-sim, i have been wondering, when and how to decide in which synced-frame to place the input. :roll: "The exact number of SimTicks into the future to execute a command can be dynamically determined based on the peer-to-peer top...
- 16 Jul 2011, 00:26
- Forum: Game Development
- Topic: Nounce now, name later
- Replies: 30
- Views: 5688
Re: Nounce now, name later
An update after returning from a long journey and some development afterwards: New resources: Okay, it was more than 1 line to perfectly integrate it, but now I have an own resource-system, followed by a bunch of modoptions. Metal can still be used if desired and both "my" resources and/or...
- 01 Jun 2011, 15:30
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1719905
Re: Random WIP
[...] Maybe you could layer multiple images to actually show off what components a unit is made. ie like http://wwwcdn.net/ev/assets/images/thumbs/afbig/tank-silhouette-clip-art.jpg (turret, chasis and body would be different layers on top of each other) Now we have a unit with more than a weapon. ...
- 01 Jun 2011, 15:21
- Forum: Game Development
- Topic: Sending Console Message
- Replies: 16
- Views: 5447
Re: Sending Console Message
http://springrts.com/wiki/LuaCallinReturn AddConsoleLine() --> "msg, priority" i.e. write a widget:AddConsoleLine(msg, priority) Chat-Messages are a string in the form: <NAME> MESSAGE So you have the playername, check if it's from an enemy and start action. The highest detailed answer for ...
- 31 May 2011, 22:00
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1719905
Re: Random WIP
So i would split this up for different aspects of the gui. 1) Basic commands. Move, Fight, etc. I thought of not showing most of them at all or maybe make it an extra widget, which can be disabled. I mean, as a nub you select units, send them by rightclick on ground or rightclick on enemy units to a...
- 31 May 2011, 20:56
- Forum: Game Development
- Topic: Nounce now, name later
- Replies: 30
- Views: 5688
Re: Nounce now, name later
Now thats some information. I had/have no real clue how maps work, so my assumption was I have to modify the maps or ask the mapper to include special data. Now, that I browsed the source I get the idea and could implement it. Since the resourceamount is only read once in 1 LOC, injecting a variety ...
- 30 May 2011, 15:38
- Forum: Game Development
- Topic: Nounce now, name later
- Replies: 30
- Views: 5688
Re: Nounce now, name later
Are you doing the modular system via transports? Yep. Transport and usefull configuration / gadgetry to make it really work. looks interessting! i like that you seem to make new original lua instead of making pretty models and then going all " omgomg what scripts can i c&p " [...] if ...
- 30 May 2011, 11:43
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1719905
Re: Random WIP
needs to be more distinctive in colours - imagine mr. nub searching the button in the heat of battle. Yeah, a lot of pictures were black-white and i just ran a colourize over them to make them look at least a bit more... colourfull. (Real reason: The script failed for b/w-images) Are colors really ...
- 29 May 2011, 21:50
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1719905
Re: Random WIP
Custom GUI, using ingame-screenshots or nice pictures and an automated script to make them uniform.
Background is SuperSpeedMetal, not GUI
Background is SuperSpeedMetal, not GUI

- 29 May 2011, 21:41
- Forum: Game Development
- Topic: Nounce now, name later
- Replies: 30
- Views: 5688
Re: Nounce now, name later
Besides the things mentioned on page 1, the game has a custom Case-Sensitive-Gui now. I got the chance to try the module-system with multiple weapons the first time and it worked. There is an unit-internal communication inplace, so all weapons automatically attack the same target, if in range etc. (...
- 28 May 2011, 19:53
- Forum: Game Development
- Topic: How to get rid of default-controls?
- Replies: 2
- Views: 788
Re: How to get rid of default-controls?
Yep, that did it! I added it to the resbar-remove-widget in the Initialize-Part (works). The crucial point was to add the handler=true (whatever it means) as suggested by you. Thanks to the keyword I also found this , which looks like there is already a dummyhandler (But without the last table-entry...
- 28 May 2011, 12:38
- Forum: Game Development
- Topic: How to get rid of default-controls?
- Replies: 2
- Views: 788
How to get rid of default-controls?
Hi! Since my project won't use any of the typical *A-Stuff, i need to get rid of all the remains of it in the GUI. From what I found, I managed to remove the resbar and write my own tool-tip-function, but not the commandmenu. I wrote my own Menus with OGL-Functions (see attached) but the original me...
- 25 May 2011, 22:14
- Forum: Zero-K
- Topic: Hello Google Frog (Terraform-Error)
- Replies: 1
- Views: 1527
Hello Google Frog (Terraform-Error)
Crashed for almost everyone:
[f=0010734] Terraform:
[f=0010734] Attempted to remove nil terraform ID
[f=0010734] Error Tpye 4
[f=0010734] Tell Google Frog
Infolog attached. Need more?
Regards,
camo
[f=0010734] Terraform:
[f=0010734] Attempted to remove nil terraform ID
[f=0010734] Error Tpye 4
[f=0010734] Tell Google Frog
Infolog attached. Need more?
Regards,
camo
- 09 Apr 2011, 20:01
- Forum: Game Development
- Topic: Nounce now, name later
- Replies: 30
- Views: 5688
Re: Nounce now, name later
Since most people have the urge to talk about bars over units instead of the game itself: I have a modified bar-widget and since i already wrote a lot of gadgets, know how to change it as well. So if there will be ammo, there will obviously be an indicator for it. Be it bar or something else. Resear...
- 08 Apr 2011, 23:48
- Forum: Game Development
- Topic: Nounce now, name later
- Replies: 30
- Views: 5688
Nounce now, name later
Hi there! I'm on a project since beginning of last year and wanted to present some major concepts since it reached a somewhat mature state. I'm mainly writing code and just creating a model every now and then, so theres few fancy stuff to see. I'd rather have some opinions/experiences on the general...
- 24 Mar 2011, 16:47
- Forum: Help & Bugs
- Topic: System freeze for all games after experimenting with Chilli
- Replies: 11
- Views: 1340
Re: System freeze for all games after experimenting with Chilli
Your problem has absolute nothing to do with chili. It isn't even loaded! You enabled something in your (spring) settings that is incompatible with your graphics drivers! PS: You are running an Intel GPU under linux -> you got MesaGL + a few hw optimizations = crap. So you have to deactivate all (e...