Search found 520 matches
- 22 Aug 2021, 19:20
- Forum: XTA
- Topic: anyone still playing XTA?
- Replies: 7
- Views: 11448
Re: anyone still playing XTA?
While I liked XTA back in the day, I think nowadays zero-k offers a better overall experience (lobby, game, interface, single player, steam, community, etc.). Only thing I occasionally miss is the walking comm bomb. Recently zero-k has easier support for modding (different game types based on zero-k...
- 22 Aug 2021, 19:14
- Forum: General Discussion
- Topic: A lookback
- Replies: 4
- Views: 3789
Re: A lookback
I mostly played many springrts based games and followed mods/games development and did some proof of concept engine modification (to have flowing water), and my opinion is that considering how much effort is required to make a game best approach is to look for "the most similar game out there&q...
- 21 Jun 2020, 22:08
- Forum: Engine
- Topic: Dynamic water - hovers floating
- Replies: 7
- Views: 6776
Re: Dynamic water - hovers floating
Low chance for a "not too far release". The current efforts to update the rendering would also make the dynamic water rendering much more efficient. So I will not work on making better rendering (which is required - what I have for the videos is not that good) until the engine rendering ge...
- 26 Jan 2020, 10:53
- Forum: Engine
- Topic: Dynamic water - hovers floating
- Replies: 7
- Views: 6776
Re: Dynamic water - hovers floating
@PicassoCT: it is not fully functional at this stage, but the plan is to work towards that. For example for now I tested only a bit hovers on it and planes do not know about it.
- 25 Jan 2020, 17:03
- Forum: Engine
- Topic: Dynamic water - hovers floating
- Replies: 7
- Views: 6776
Re: Dynamic water - hovers floating
Should be, yes. I think it can be done outside main loop (not updated each frame at least), but will investigate performance later, after I sort out other issues (pathing, building, weapons).
- 25 Jan 2020, 15:02
- Forum: Engine
- Topic: Dynamic water - hovers floating
- Replies: 7
- Views: 6776
Dynamic water - hovers floating
I have continued through last year my dynamic water branch (started 4 years ago), you can see a video update here: https://www.youtube.com/watch?v=2CMk95pbqsM . Compared to last video water uses less polygons (probably not required in opengl 4.0 as it can be replaced by tessellation) and hovers take...
- 22 Apr 2019, 10:47
- Forum: Engine
- Topic: Best way to have a functional game on develop
- Replies: 8
- Views: 7372
Re: Best way to have a functional game on develop
Thanks for the detailed answer. It clarifies some things. Some additions to your observations (of course, when talking about heads branches things might be different when you read this): most games will have problems on develop because the initialization of Lua will fail and hence interface and game...
- 20 Apr 2019, 18:52
- Forum: Off Topic Discussion
- Topic: 8 players to 16 players limit (and back)
- Replies: 17
- Views: 9895
Re: 8 players to 16 players limit (and back)
We should also talk about spectators. I believe spectators in their current form are extremely harmful and should be disabled entirely (warzone2100 has no spectator support at all). Why do you believe that? What are the current problems with spectators around here? Having muted spectators could alr...
- 20 Apr 2019, 14:11
- Forum: Engine
- Topic: Best way to have a functional game on develop
- Replies: 8
- Views: 7372
Re: Best way to have a functional game on develop
For reference, for the game to start with one unit spawned at a position a widget with the following will do function widget:GameFrame(frame) if frame == 1 then Spring.SendCommands("Cheat") end if frame == 2 then Spring.SendCommands("Give armpship @600,100,3300") end end Did not ...
- 18 Apr 2019, 09:25
- Forum: Engine
- Topic: Best way to have a functional game on develop
- Replies: 8
- Views: 7372
Re: Best way to have a functional game on develop
Ok, so assume most lua will be affected by migration hence no gui and/or fancy unit control. What I am doing now: start BA with simple script (ZK ships refused to fire, probably some lua thing), do "/cheat", do "/give armpship" (any simple way or pointer on how to automate these ...
- 18 Apr 2019, 00:11
- Forum: Engine
- Topic: Best way to have a functional game on develop
- Replies: 8
- Views: 7372
Re: Best way to have a functional game on develop
Maybe should I have been more explicit: I do not want to work with zero-k in particular, any game would do (something that have units). FYI I want to play with the water level in the engine (so, a game with some water units would help, but can probably make water units if the thing starts). What gam...
- 17 Apr 2019, 23:58
- Forum: Engine
- Topic: Best way to have a functional game on develop
- Replies: 8
- Views: 7372
Best way to have a functional game on develop
I have followed https://springrts.com/wiki/Building_Spring_on_Linux to compile the engine (the develop branch as master is 2 years old), but now I would need a running game. I got a map placed it in .config/spring/maps and zero-k git (https://github.com/ZeroK-RTS/Zero-K - mostly because this is what...
- 07 Mar 2019, 00:06
- Forum: Mac OS X
- Topic: Diary of an insane man
- Replies: 33
- Views: 52916
Re: Diary of an insane man
Maybe share the arguments he used to convince you to go for OpenGL instead of Vulkan?
- 05 Apr 2017, 14:35
- Forum: Off Topic Discussion
- Topic: Recent developments?
- Replies: 9
- Views: 4567
Re: Recent developments?
Not much answer on other questions, but remember you from the XTA days
As developments, from my point of view zerok evolves quite nicely (as XTA is not that popular this is what I like). And there is no DSD8v8 there
As developments, from my point of view zerok evolves quite nicely (as XTA is not that popular this is what I like). And there is no DSD8v8 there
- 24 Sep 2016, 13:11
- Forum: Zero-K
- Topic: Need help to get ZeroK here
- Replies: 2
- Views: 6278
Re: Need help to get ZeroK here
Any specific reason for new zk server? (ex of things I could think of: more open stats, adjust server protocol, change zk balance, just reinventing the wheel)
- 04 Jan 2016, 17:38
- Forum: Engine
- Topic: Dynamic water
- Replies: 13
- Views: 5607
Re: Dynamic water
For now I need to work more on it. Will do a push when it is closer to be ready. For me the feedback that I already got was what I was looking for. Yes, the option approach should work as the functionality can wrapped around some simple functions (ex: GetWaterHeight which returns 0 for default case ...
- 03 Jan 2016, 23:53
- Forum: Engine
- Topic: Dynamic water
- Replies: 13
- Views: 5607
Re: Dynamic water
But making changes carries the risk of ruining developers' commitment* (who could be doing something else more useful) and the potential bugs / broken-backward-compatibilities might end up causing more harm than good. First, I am not a spring developer (yet), so can't do something else more useful....
- 02 Jan 2016, 10:20
- Forum: Engine
- Topic: Dynamic water
- Replies: 13
- Views: 5607
Re: Dynamic water
@The Yak: it was already some work (~16 h to be more precise, and as I have a daily job this is quite "some" work :P ). Yes mountain lakes should be possible with this dynamic water. The map should have a "water height map". @supermario: what do you mean 2 types of water? There i...
- 01 Jan 2016, 18:08
- Forum: Engine
- Topic: Dynamic water
- Replies: 13
- Views: 5607
Re: Dynamic water
Thanks for the comments. Some observations: 1) Crazy good or crazy bad :-) ? 2) Yes, now I have an array with water level and an array with flow "speeds" (needed for the water simulation). The simulation is not "physical" it is meant more to obtain some nice/acceptable result. 3)...
- 01 Jan 2016, 04:39
- Forum: Engine
- Topic: Dynamic water
- Replies: 13
- Views: 5607
Dynamic water
I did some experiments with dynamic water levels and wanted to know devs opinion on the problems/potential of such a thing. First a video of the "current state": https://youtu.be/a0gck2pCOyY In the video you can see water flooding the map. Sorry for the resolution/quality, it got lost in t...