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by Rukk
23 Jan 2006, 00:36
Forum: Game Development
Topic: Absolute Annihilation: Spring[old]
Replies: 1171
Views: 169669

although I cant figure out how to turn on shadows for testing purposes yet >:D I know, Chris Han (He did the portable shadow code) seems the only one with a PC where it actually runs on. For windows I just copied back the old windows-only shadow code back in, and that still works. GL_EXT_framebuffe...
by Rukk
22 Jan 2006, 23:58
Forum: Game Development
Topic: Absolute Annihilation: Spring[old]
Replies: 1171
Views: 169669

Hmm... Well, AASpring142 (the data file) would be 21 megabytes in store format (ie, no compression. this would be ideal for load times). It is 10.3 MB in normal compression mode... 10.2 with ultra compression... 9.5 with 7zip fast (ideal), 9 MB even with ultra. Ok, I just did some more testing... A...
by Rukk
22 Jan 2006, 08:13
Forum: Game Development
Topic: Absolute Annihilation: Spring[old]
Replies: 1171
Views: 169669

Is there any chance you could kindly release AA in a sdz format rather than sd7? That is, a normal zip file? I'd like to try and make it work under linux, and as of now, as far as I can figure, no 7zip support, or its badly broken. Thanks man
by Rukk
20 Jan 2006, 23:15
Forum: Game Development
Topic: High poly + low poly
Replies: 41
Views: 4677

Very nice results.. I wonder if the shadows can be optimized any for better performance? Also, out of curiosity, what are the specs on your computer?
by Rukk
19 Jan 2006, 02:33
Forum: Game Development
Topic: Project Ragnarok is back!
Replies: 48
Views: 6810

That's really good news :) A high performance mod that can even be distributed on linux! Before you start however, do you know how the GPL handles binary data? Because I have no idea :? Maybe it would be better to have a license specially made for art... Also before you accept art from others, it w...
by Rukk
18 Jan 2006, 23:45
Forum: General Discussion
Topic: Linux port progress?
Replies: 25
Views: 4857

SO I made it work.. kinda. I downloaded the old spring for linux package off berlios and copied the map and mod files into my compiled version. It runs now, but I have no visible mouse cursor (although the mouse does exist/work), and there are tons of graphics/textures missing. There appear to be no...
by Rukk
18 Jan 2006, 07:15
Forum: General Discussion
Topic: Linux port progress?
Replies: 25
Views: 4857

Ok, after a little poking around and running the game from a term so it actually spits out a error: it was crashing when it looked for a file in XTA (the only file I put in mods) in Features/All Worlds/rockfeatures.tdf, which doesnt exist. I tried switching to the latest AA, and I got the exact same...
by Rukk
18 Jan 2006, 07:04
Forum: General Discussion
Topic: Linux port progress?
Replies: 25
Views: 4857

Sorry if this has been covered or I'm just dumb, but I've searched around a little and found nothing.. I pulled down the latest code off the SVN just now and managed to build it succesfully. I've got it so I can select a AI and map, but as soon as I select a map, a screen of that map loading flashes...
by Rukk
17 Jan 2006, 22:38
Forum: General Discussion
Topic: Linux port progress?
Replies: 25
Views: 4857

Yes, wine works fine, until you get aways into the game and it uses up all of my memory and starts using the swap file, which reduces my framerate to about 3.. Even in the middle of the game, when I still have a very playable framerate, my sim time is easily 2-3x higher than everybody elses, and its...
by Rukk
17 Jan 2006, 07:00
Forum: General Discussion
Topic: Linux port progress?
Replies: 25
Views: 4857

Linux port progress?

Hey guys, I'm a linux user who has been enjoying Spring via Wine for some time now. Its good fun, but theres a memory leak that makes me start paging when the game starts getting large and pretty much ruins the experience. How far along is the native linux port? Any ETA on a working release? Thanks ...

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