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by hokomoko
06 Oct 2018, 11:39
Forum: Game Development
Topic: Open request for acess to jk git stuff
Replies: 14
Views: 358

Re: Open request for acess to jk git stuff

@Forb
1) This is not how things are usually done in the FOSS community in general.
2) The above and your responses here don't make it more likely that people will actually work with your copy. The more you argue for your initiative here the less viable it becomes.
by hokomoko
25 Sep 2018, 14:59
Forum: General Discussion
Topic: Request: rename #moddev to #gamedev
Replies: 21
Views: 384

Re: Request: rename #moddev to #gamedev

nixtux wrote:
25 Sep 2018, 14:28
@hokomoko so what color are we painting it then?
I want two colours. Green for when the build passes and red for when it fails.
by hokomoko
25 Sep 2018, 12:07
Forum: General Discussion
Topic: Request: rename #moddev to #gamedev
Replies: 21
Views: 384

Re: Request: rename #moddev to #gamedev

nixtux wrote:
25 Sep 2018, 11:11
I don't see why the change is needed (#sy) just to satisfy your current fancy? Seems a pointless waste of time and resources what does it resolve? Nothing imo.
Request: Rename this thread to "Bikeshedding"
by hokomoko
25 Sep 2018, 00:36
Forum: General Discussion
Topic: Request: rename #moddev to #gamedev
Replies: 21
Views: 384

Re: Request: rename #moddev to #gamedev

I like #sy. History is important :)
Couldn't care less about *dev though.
by hokomoko
21 Sep 2018, 22:05
Forum: Lobby Clients & Server
Topic: Email verification - protocol info
Replies: 3
Views: 201

Re: Email verification - protocol info

Absolutely marvelous!
Many thanks!
by hokomoko
10 Sep 2018, 22:35
Forum: General Discussion
Topic: How does the Spring networking model work?
Replies: 6
Views: 244

Re: How does the Spring networking model work?

So Spring uses a client-server deterministic lockstep which is different from most RTS games past and present. I'm assuming that the main reason is because it reduces network traffic? It is exactly like most past and present RTS games such as AOE, SupCom, SC:BW, SCII and many more. I noticed that t...
by hokomoko
14 Aug 2018, 11:40
Forum: Ludum Dare
Topic: Ludum Dare 42
Replies: 30
Views: 1755

Re: Ludum Dare 42

gajop wrote:
14 Aug 2018, 07:17
so you're not actually even seeing the intended art to its fullest.
post it here maybe?
by hokomoko
07 Aug 2018, 21:09
Forum: Ludum Dare
Topic: Ludum Dare 42
Replies: 30
Views: 1755

Re: Ludum Dare 42

PicassoCT wrote:
07 Aug 2018, 21:00
I could do some art stuff- or add some code- if hoko doesent want to participate.
I won't be able to participate, so you're safe. At least from me :)
by hokomoko
06 Aug 2018, 11:59
Forum: Community Blog
Topic: [website] server upgraded to ubuntu 16.04
Replies: 14
Views: 1263

Re: [website] server upgraded to ubuntu 16.04

I suspect the cron job for the buildbot to discover new commits is also gone.
by hokomoko
02 Aug 2018, 20:10
Forum: Help & Bugs
Topic: Can you make and sell a spring engine game on steam
Replies: 5
Views: 316

Re: Can you make and sell a spring engine game on steam

You can sell a game but you also have to provide the content sources for free for anybody who wants them (which means that what you're really selling is whatever service your game server provides). Not necessarily for free, you can charge the same for the sources as for the game, for instance. The ...
by hokomoko
15 Jul 2018, 18:39
Forum: Ingame Community
Topic: Anyone near Pisa?
Replies: 3
Views: 231

Re: Anyone near Pisa?

I'm in Stockholm if it helps.
by hokomoko
05 Jun 2018, 16:10
Forum: Engine
Topic: Mac have officially deprecated opengl
Replies: 6
Views: 498

Re: Mac have officially deprecated opengl

moltenVK is open source but moltenGL:
1) is proprietary
2) works with OpenGL ES 2.0, which is not what is used/will be used in spring.
by hokomoko
26 May 2018, 09:35
Forum: Engine
Topic: The differences between Develop and Maintenance
Replies: 13
Views: 873

Re: The differences between Develop and Maintenance

Any chance of a 'useful guide for GL idiots' about what changes we'll have to make in the long term? This will happen, but not before there's a usable interface. In general, Most if not all of GL code will have to be updated, with the vast majority being straightforward and barely requiring knowled...
by hokomoko
12 May 2018, 13:34
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 2801

Re: Really nice trees, could they replace engine default ones?

Very nice!
Could you add 0ADs license for these models to the repo?
by hokomoko
17 Apr 2018, 08:47
Forum: Game Development
Topic: Updated widget/gadget profilers
Replies: 6
Views: 677

Re: Updated widget/gadget profilers

It may not be the reason but remember that one profiler also measures the work of the other profiler.
by hokomoko
15 Apr 2018, 22:55
Forum: Game Development
Topic: Updated widget/gadget profilers
Replies: 6
Views: 677

Re: Updated widget/gadget profilers

This is ridiculously amazing!
by hokomoko
13 Apr 2018, 08:56
Forum: Off Topic Discussion
Topic: List of staff
Replies: 37
Views: 4130

Re: List of staff

Ares wrote:hi make Picasso and I admins, thanks
k, on it.
by hokomoko
05 Apr 2018, 10:13
Forum: Game Development Tutorials & Resources
Topic: What the the general dev environment/workflow that you use?
Replies: 6
Views: 546

Re: What the the general dev environment/workflow that you use?

FLOZi wrote:S44 was never reload friendly code wise
Until I made it reload friendly, you mean.
by hokomoko
18 Mar 2018, 19:20
Forum: Map Releases
Topic: Faya
Replies: 6
Views: 632

Re: Faya

Damn, you're on fire!
by hokomoko
16 Mar 2018, 08:34
Forum: Balanced Annihilation
Topic: Old "maintenance" builds used for BA autohosts
Replies: 11
Views: 1196

Re: Old "maintenance" builds used for BA autohosts

Is there a way to see how much mem a gadget uses? It's impossible to count, unfortunately. Within each lua state, there is no 'formal' division between what is a gadget/addon and what is other stuff, or which gadget/addon is which. There is nothing that tracks ownership/allocation of memory by part...

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