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by Forboding Angel
23 Jan 2019, 20:07
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 3
Views: 43

Re: Making game content for spring with Blender

I highly recommend that you snip the bits of code from otherprojects that make texture 2 much more useful in separating specularity from reflectivity. Effectively, R channel = glow, B channel = Specular, G channel = Reflectivity.
by Forboding Angel
23 Jan 2019, 04:11
Forum: Feature Requests
Topic: suggestion: replay backward/forward
Replies: 19
Views: 635

Re: suggestion: replay backward/forward

Google_Frog wrote:
22 Jan 2019, 15:02
Losing anything while saving is not good enough for replay save/load. However, it may be good enough for standard save/load if your players aren't trying to exploit anything.
oh no, I meant just for general use case save load
by Forboding Angel
22 Jan 2019, 11:35
Forum: Feature Requests
Topic: suggestion: replay backward/forward
Replies: 19
Views: 635

Re: suggestion: replay backward/forward

tbh, luasave should be adequate. Just save positions, queues, and resource levels. Understand that projectiles and nanoframes will be lost when saving. That is good enough.
by Forboding Angel
20 Jan 2019, 15:39
Forum: Engine
Topic: Would replay catchup be faster if it wasn't rendering the game at the same time?
Replies: 2
Views: 89

Would replay catchup be faster if it wasn't rendering the game at the same time?

If so, perhaps that could be an option? That might make rejoining or spectating long games much more feasible.
by Forboding Angel
16 Jan 2019, 01:05
Forum: Help & Bugs
Topic: Graphical issue
Replies: 7
Views: 156

Re: Graphical issue

Also, it's worth noting, L aka LOS is super important information. With Los turned off you will not have any exact idea of where your vision ends or begins.
by Forboding Angel
16 Jan 2019, 01:03
Forum: Help & Bugs
Topic: Graphical issue
Replies: 7
Views: 156

Re: Graphical issue

That's because picking a color in the lobby is a very old solution that more often than not produces undesireable results, like enemies picking almost exactly the same color as your ally, all enemies picking the exact same color, etc. The autohost tries to mitigate this but tbh it's a bandaid that d...
by Forboding Angel
15 Jan 2019, 01:20
Forum: General Discussion
Topic: PV = global LOS
Replies: 16
Views: 503

Re: PV = global LOS

But seriously, who gives a shit about TS anyway? Like... Really?
by Forboding Angel
15 Jan 2019, 01:18
Forum: Help & Bugs
Topic: Graphical issue
Replies: 7
Views: 156

Re: Graphical issue

Try pressing "L"?
by Forboding Angel
09 Jan 2019, 02:04
Forum: Feature Requests
Topic: ValidAIs.lua
Replies: 125
Views: 14979

Re: ValidAIs.lua

I genuinely don't understand why this doesn't already exist.
by Forboding Angel
27 Dec 2018, 20:45
Forum: Ingame Community
Topic: Time to take out the trash
Replies: 6
Views: 471

Re: Time to take out the trash

Obviously it was a meme message from 4chan, and it didn't trigger anything raaar. How are you not understanding the point? People who use or even just copy and paste racist slurs deserve to be publicly shamed. we're not swimming in players And allowing usage of slurs is going to attract more? Do tho...
by Forboding Angel
27 Dec 2018, 08:03
Forum: Ingame Community
Topic: Time to take out the trash
Replies: 6
Views: 471

Re: Time to take out the trash

MasterBel wrote:
27 Dec 2018, 05:50
Somehow I don't feel that public shaming and associating someone with the idea of "trash" are particularly constructive accomplishments.
Are you serious?
by Forboding Angel
27 Dec 2018, 01:32
Forum: Art & Modelling
Topic: numberof faces/polygons for BA models
Replies: 4
Views: 158

Re: numberof faces/polygons for BA models

About 12 years ago, Caydr (who created AA which was the precursor of the BA fork) got in an argument with someone over whether polycount mattered. At that time, most ppl we're still culling unseen faces and going to extremes to optimize their models. Caydr went so far as to make a new game with stup...
by Forboding Angel
26 Dec 2018, 07:07
Forum: Engine
Topic: Remove hang detection
Replies: 7
Views: 245

Re: Remove hang detection

I suppose I'll have to just write a littler helper program to generate the springsettings.cfg for me if one doesn't already exist. This should not be an issue and having the off switch for hang detection reside in springsettings which the engine will delete any value that matches default (which in a...
by Forboding Angel
25 Dec 2018, 12:37
Forum: Engine
Topic: Remove hang detection
Replies: 7
Views: 245

Re: Remove hang detection

The pastebin is incomplete because it is too long (it's an issue with weblobby's automatic pastebin thing... it's finicky), but if you look at it, hang detection is triggered 5 times in succession in just this little sliver of infolog. Is it happening too frequently and somehow causing spring not to...
by Forboding Angel
25 Dec 2018, 05:00
Forum: Engine
Topic: Remove hang detection
Replies: 7
Views: 245

Re: Remove hang detection

It only helps when people are posting those infologs to mantis. People from steam are not coming here for help (nor should they be expected to). People from zk are not coming here to post on mantis. HangTimeout drives away players, because there are many with low end machines that can run the games ...
by Forboding Angel
25 Dec 2018, 02:25
Forum: Engine
Topic: Remove hang detection
Replies: 7
Views: 245

Re: Remove hang detection

In viewing threads from 2012 I found out that HangTimeout may actually be case sensitive which would be a bit mind boggling, but it should definitely bear some testing.
by Forboding Angel
24 Dec 2018, 19:41
Forum: Engine
Topic: Remove hang detection
Replies: 7
Views: 245

Remove hang detection

Can we please have hang detection completely removed (actual off switch that defaults to being off, not advocating for actual code removal) from production versions of spring? I understand that it is valuable for debugging, but in practice what happens is that people with low end processors get stuc...

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