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by hokomoko
14 Aug 2018, 11:40
Forum: Ludum Dare
Topic: Ludum Dare 42
Replies: 25
Views: 401

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: 25
Views: 401

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: 538

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: 129

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: 148

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: 345

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: 608

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: 2480

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: 537

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: 537

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: 33
Views: 1680

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: 381

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: 499

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: 967

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...
by hokomoko
02 Mar 2018, 23:58
Forum: Bounty Offers
Topic: [DONE] Upgrade buildGit to handle submodules
Replies: 16
Views: 1049

Re: Upgrade buildGit to handle submodules

Indeed, TurBoss and I both want this to go into spring. I'm not sure how we can hold funds due spring at the moment, maybe abma can help. Otherwise, you may have to hold onto the money until we find a use XD.
by hokomoko
01 Mar 2018, 19:57
Forum: Bounty Offers
Topic: [DONE] Upgrade buildGit to handle submodules
Replies: 16
Views: 1049

Re: Upgrade buildGit to handle submodules

¡Hola!
I was working here with TurBoss and we think we have it working.
Before deploying it could be nice if someone else could take a look (commits are in the repository)
by hokomoko
19 Feb 2018, 23:59
Forum: General Discussion
Topic: Camera widgets and setups
Replies: 3
Views: 280

Re: Camera widgets and setups

A the moment it is very very basic - you can set keyframes and then the camera moves between them in linear interpolation. (make sure you turn off smoothcam if you have it on). You can also use it record extremely accurate no-lag 60 fps but with no sound. Things like tracking a unit could definitely...
by hokomoko
18 Jan 2018, 22:27
Forum: Balanced Annihilation
Topic: Save/load now possible ??
Replies: 9
Views: 430

Re: Save/load now possible ??

PicassoCT wrote:Fucking lazy time travellers- come down here into the mud. Go to straining your back maintaining - but instead they just zap in and out.
This thread reminds me of https://www.youtube.com/watch?v=MtN1YnoL46Q
by hokomoko
18 Jan 2018, 22:25
Forum: Balanced Annihilation
Topic: Save/load now possible ??
Replies: 9
Views: 430

Re: Save/load now possible ??

Super Mario wrote:What? You don't want new users now?
I don't want users who don't express themselves in a polite and productive manner, whether new or old.
by hokomoko
18 Jan 2018, 17:23
Forum: Balanced Annihilation
Topic: Save/load now possible ??
Replies: 9
Views: 430

Re: Save/load now possible ??

R-TEAM wrote:
hokomoko wrote:No, it is not possible.
Thanks - so nothing substantial have changed over 6 years .... o.k. - so long :)
and good riddance ;)

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