Search

Search found 202 matches

by aeonios
30 Sep 2017, 08:03
Forum: Engine
Topic: GL 4.1 in a different branch
Replies: 4
Views: 2307

Re: GL 4.1 in a different branch

Why 4.1? GL3.3 has a lot more features that are relevant to spring than GL4.1 does. GL3.3 would allow using drawInstanced for animated units and possibly mixed point/linear sampling so that we could implement PCSS soft shadows in a single shader pass. GL4.1 adds some features that make occlusion cul...
by aeonios
14 Feb 2017, 22:08
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 19499

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

The truth is that any tree will look out of place, the moment the map is not tailred to it. Unless. Unless you can set the colour and hue of bark and foliage. Its the only way. I haven't found that to be the case. I could imagine you'd need some rather psychedelic trees for any of your maps though....
by aeonios
14 Feb 2017, 21:47
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 19499

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

I don't think tesselation would work well for that, since texture lod on trees does not play well with messing with triangle counts. I expect that the primary cost comes from draw calls anyway, which tend to be pathological in spring. Also I didn't particularly like the last "extra detail"...
by aeonios
14 Feb 2017, 21:32
Forum: Map Releases
Topic: Comet Catcher Redux V3
Replies: 15
Views: 6090

Re: Comet Catcher Redux V3

CCRv2 was ugly. It basically looks like CCR suffered from long-term industrial pollution. The fake-crater mex spots were also ugly and misleading. CCRv3 isn't necessarily ugly but it's dark and not much improvement over original CCR. The reason TMA doesn't get played in ZK is cause it's freaking hug...
by aeonios
27 Nov 2016, 20:09
Forum: Lua Scripts
Topic: How do you replace the screen contents in DrawWorld?
Replies: 5
Views: 2847

Re: How do you replace the screen contents in DrawWorld?

The larger point, which you unsurprisingly also failed to pick up on, would be that DrawWorld is not "the only time when you can use deferred rendering". That turns out to be the only useful thing you've said, albeit too late. I managed to get it to work by running the deferred shaders in...
by aeonios
25 Nov 2016, 22:05
Forum: Lua Scripts
Topic: How do you replace the screen contents in DrawWorld?
Replies: 5
Views: 2847

Re: How do you replace the screen contents in DrawWorld?

1) wrong; Draw{Units,Features,Ground}PostDeferred were added with a very specific purpose. A very undocumented purpose. Also they're only even called under certain special circumstances which do not apply to what I am doing. Also they are, respectively, for drawing units, features and ground, not t...
by aeonios
25 Nov 2016, 19:39
Forum: Lua Scripts
Topic: How do you replace the screen contents in DrawWorld?
Replies: 5
Views: 2847

How do you replace the screen contents in DrawWorld?

I'm currently working on applying HDR to dynamic light rendering. Since spring doesn't support HDR by default this involved copying the screen texture to an offscreen HDR buffer, drawing the dynamic lights to that, apply tone mapping and then write the HDR texture back to the screen. This has to be ...
by aeonios
10 Nov 2016, 04:11
Forum: Lua Scripts
Topic: What happened to the uber selection shapes widget?
Replies: 5
Views: 2042

Re: What happened to the uber selection shapes widget?

hmm.. the widget makes heavy use of display lists, which are bad. They perform badly, are pointless because you basically have to remake them every frame, and they break on ati cards. DisplayLists have been deprecated and removed from the openGL specification so modern cards don't support them in ge...
by aeonios
08 Nov 2016, 15:42
Forum: Lua Scripts
Topic: What happened to the uber selection shapes widget?
Replies: 5
Views: 2042

What happened to the uber selection shapes widget?

Recently this came up in a discussion on zk forums, that BAR had a really awesome selection shapes widget that merges overlapping shapes and has cool effects. Specifically this (from 2014!). However after scanning through all the widgets in bar several times I couldn't find it. That was a really coo...
by aeonios
03 Nov 2016, 18:05
Forum: Balanced Annihilation
Topic: Role of *A content (split from "Future of BAR?")
Replies: 28
Views: 11438

Re: Future of BAR? (=How to increase the bus factor of BAR?)

Moreover, in case of OTA, the content has been widely used by many communities, without any objection, for over a decade, and Springs own usage is comparatively tiny. That perspective is certainly valid, and there are also several TA-style commercial games (SupCom, Planetary Annihilation, Ashes of ...
by aeonios
02 Nov 2016, 11:28
Forum: Balanced Annihilation
Topic: Role of *A content (split from "Future of BAR?")
Replies: 28
Views: 11438

Re: Future of BAR? (=How to increase the bus factor of BAR?)

I do not recall adding anything to the BA repo that I would like to assert copyright on (artwork or other). And I would like to pass on BA to whoever wishes to maintain it. That, however, does not stop someone from buying the copyrights to OTA from the remnants of cavedog and then suing you based o...
by aeonios
01 Nov 2016, 20:08
Forum: Balanced Annihilation
Topic: Role of *A content (split from "Future of BAR?")
Replies: 28
Views: 11438

Role of *A content (split from "Future of BAR?")

Split from https://springrts.com/phpbb/viewtopic.php?f=44&t=35662 (Silentwings) Thanks Forbs but I did read it clearly the first time, and as I stated added thoses model would only benefit BA, all other *A have model with textures that would still infringe. So still no official endorsement imo....
by aeonios
01 Nov 2016, 19:53
Forum: Engine
Topic: Feature Request: AllowUnitTarget callin, unitscript equiv
Replies: 0
Views: 3555

Feature Request: AllowUnitTarget callin, unitscript equiv

Currently spring has a synced-only AllowWeaponTarget callin which allows you to fine tune a given weapon's targeting behavior via any arbitrary system that you define in game rules. Specifically it allows you to enable or disable auto-targeting a given potential target and to assign a priority value...
by aeonios
31 Oct 2016, 08:02
Forum: Engine
Topic: /debug should show draw calls and triangles drawn per frame
Replies: 1
Views: 1697

/debug should show draw calls and triangles drawn per frame

As these are important figures for gauging performance in general. Also, on a semi-related note, does anyone know what the numbers in parentheses beside "particles" mean? One of the numbers is an int which is always larger than the non-parenthetical particle count and the other is a float ...
by aeonios
31 Oct 2016, 07:57
Forum: Engine
Topic: Allow alpha control for gl.DrawUnitShape
Replies: 0
Views: 3120

Allow alpha control for gl.DrawUnitShape

Currently the DrawUnits/FeaturesPostDeferred callins are only enabled if forward rendering is disabled, which basically never happens. However these functions are the only non-ugly-hack way of drawing unit/feature "ghosts" if deferred rendering is enabled, so why aren't they enabled by de...
by aeonios
10 Oct 2016, 22:21
Forum: Balanced Annihilation Reloaded
Topic: BAR Bugs
Replies: 6
Views: 7301

Re: BAR Bugs

Ah, so BAR is just behind on balance a bit. I found a few other issues: -Banshee does a little somersault anim sometimes, and afterwards it can occasionally get stuck in a nonsensical orientation. -Earheart has an issue where its fan can get stuck and stops moving in flight. It can be fixed by landi...
by aeonios
10 Oct 2016, 19:32
Forum: Balanced Annihilation Reloaded
Topic: BAR Bugs
Replies: 6
Views: 7301

Re: BAR Bugs

Silentwings wrote:Presumably your "one hit" with liche in BA involves some degree of impulse and fall damage?
No? I just built a liche, sent it to null ai's commander (core, which sat on a flat area on akilon) and boom, instant ded.
by aeonios
10 Oct 2016, 18:14
Forum: Balanced Annihilation Reloaded
Topic: BAR Bugs
Replies: 6
Views: 7301

Re: BAR Bugs

After testing with current BA I can say that the projectile velocity issue is nonexistent.

On the other hand liche takes 2 hits to kill com in BAR and only one hit in BA. Not sure if that was intentional or not since BAR seems to have other differences as well.
by aeonios
10 Oct 2016, 01:28
Forum: Balanced Annihilation Reloaded
Topic: BAR Bugs
Replies: 6
Views: 7301

BAR Bugs

A few things I noticed: ::Banshees when idle point their jets in the wrong direction. https://s12.postimg.org/glo7b4pjv/borkedbanshee.jpg?dl=1 ::One of the dragonfly's fans does not turn. ::A lot of gunships turn and face the opposite direction that they were moving in once they stop. It's annoying ...
by aeonios
06 Oct 2016, 15:43
Forum: Balanced Annihilation
Topic: may be dellete DSD
Replies: 19
Views: 5961

Re: may be dellete DSD

The list of good 8v8 maps is way bigger than that.

Just to add a few:

Enclaves
Stronghold
Downs of Destruction
Tabula
Absolution
Koch Canyon
Mescaline
Green Comet
MoonQ20x
Akilon Wastelands
Comet Catcher Redux

although sans-communism YMMV

Go to advanced search