Search found 86 matches
- 19 Jun 2020, 19:54
- Forum: Engine
- Topic: The end of the maintenance branch
- Replies: 161
- Views: 18272
Re: The end of the maintenance branch
My proposal is to end the development and support for the maintenance branch I support ending development on the maintenance branch but I think bugfixes should still be backported for some time (where reasonable given mana - it may well be fine to skip everything that doesn't cherry-pick without co...
- 18 Dec 2019, 17:53
- Forum: Game Development
- Topic: Close combat units
- Replies: 18
- Views: 5529
Re: Close combat units
Spring supports Rifle , which is a projectile-less raytrace: https://github.com/spring/spring/blob/develop/rts/Sim/Weapons/Rifle.cpp#L25 And Melee , which just deals damage unconditionally: https://github.com/spring/spring/blob/develop/rts/Sim/Weapons/MeleeWeapon.cpp#L10 Those could potentially beco...
- 29 Oct 2019, 18:11
- Forum: Game Development
- Topic: lua sockets and dynamic content
- Replies: 5
- Views: 3174
Re: lua sockets and dynamic content
1 - allowing players to build custom units through an external website, then, when the game starts, luasocket communication being used to get info about each player's custom unit set and generating the corresponding unit defs and updating the build menus. Sockets are unsynced so at best you could d...
- 25 Mar 2019, 17:06
- Forum: Balanced Annihilation
- Topic: Lesser known game mechanics
- Replies: 5
- Views: 2973
Re: Lesser known game mechanics
Laser and beam weapons do 50% damage at max range and 100% at point blank, This isn't right, see the edgeeffectiveness tag on https://springrts.com/wiki/Gamedev:WeaponDefs. (Not sure about the exact numbers for the angle multipliers, but afaik the rest are correct.) I think it's not about `edgeEffe...
- 31 Jan 2019, 21:14
- Forum: Lobby Clients & Server
- Topic: Upcoming lobby server updates
- Replies: 46
- Views: 20138
Re: Upcoming lobby server updates
103 breaks compatibility with bos scripts and fixing it would require us to manually compile 750 scripts Since both BA & TechA rely on bos scripts, and have certainly not manually compiled each individual script, I don't believe this. If there is a degree of truth inside it somewhere, please ex...
- 23 Jan 2019, 19:07
- Forum: Lua Scripts
- Topic: team won condition
- Replies: 5
- Views: 2778
Re: team won condition
Keep in mind that just like there are multiple teams in an allyteam, there can also be multiple players in one team (aka commsharing).
- 03 Dec 2018, 11:59
- Forum: General Discussion
- Topic: springrts.com CSP is blocking imgur as a source
- Replies: 10
- Views: 3008
- 14 Nov 2018, 19:57
- Forum: Feature Requests
- Topic: gaia instances
- Replies: 6
- Views: 2614
Re: gaia instances
I think multiple Gaias (in general, extra allyteams not specified in startscript) would be useful. Example: in ZK we have chickens and zombies who are two types of environmental hazards hostile to all players that would each, separately, make sense to be Gaia. But we still want them to fight each ot...
- 10 Oct 2018, 18:00
- Forum: Game Development
- Topic: myGravity
- Replies: 3
- Views: 2314
Re: myGravity
1 s == 30 frame
elmo/s² == elmo/(30 frame)² == elmo/frame² / 900
For example, standard map gravity seems to be 120 elmo/s² which means the equivalent for weapons is 120/900 == 0.1333 elmo/frame².
elmo/s² == elmo/(30 frame)² == elmo/frame² / 900
For example, standard map gravity seems to be 120 elmo/s² which means the equivalent for weapons is 120/900 == 0.1333 elmo/frame².
- 08 Oct 2018, 11:54
- Forum: Game Development
- Topic: myGravity
- Replies: 3
- Views: 2314
Re: myGravity
Map gravity is defined in elmo/s² while weapon myGravity is defined in elmo/frame².
- 26 Sep 2018, 11:26
- Forum: General Discussion
- Topic: Request: rename #moddev to #gamedev
- Replies: 23
- Views: 5165
Re: Request: rename #moddev to #gamedev
#gamedev? Be serious, that channel is #weed_and_lidl
- 18 Sep 2018, 19:54
- Forum: Game Development
- Topic: Checking spectators doesn't work for specs who have always been specs
- Replies: 3
- Views: 2255
Re: Checking spectators doesn't work for specs who have always been specs
Code: Select all
local myteam = Spring.GetMyTeamID()
local _, _, spectator = Spring.GetPlayerInfo(myteam)
- 04 Sep 2018, 21:29
- Forum: Game Development
- Topic: A Better Air Game
- Replies: 11
- Views: 4575
Re: A Better Air Game
I believe the tag does apply to everything except burnblow weapons.Forboding Angel wrote: ↑03 Sep 2018, 05:42cylinder targeting combined with the tag that allows for nearly infinite vertical range. Unfortunately, that tag only applies to beamlasers
- 13 Aug 2018, 12:21
- Forum: Game Development
- Topic: Help dealing with an engine bug that allows builder to repair repairable false
- Replies: 4
- Views: 2272
Re: Help dealing with an engine bug that allows builder to repair repairable false
canRepair = false? Shouldn't affect building (the tag for that is canAssist)
- 12 Aug 2018, 17:09
- Forum: Community Blog
- Topic: [game] [Evolution RTS] Bye bye, GitHub. Hello, new DAI!
- Replies: 17
- Views: 37605
Re: [game] [Evolution RTS] Bye bye, GitHub. Hello, new DAI!
(doublepost since I can't edit)
...because it made it look precisely as if you just broke up a larger post. If further microposts happen regularly every now and then (instead of being stockpiled and dumped all at once) it sounds like a decent improvement for activity though.
...because it made it look precisely as if you just broke up a larger post. If further microposts happen regularly every now and then (instead of being stockpiled and dumped all at once) it sounds like a decent improvement for activity though.
- 12 Aug 2018, 17:00
- Forum: Community Blog
- Topic: [game] [Evolution RTS] Bye bye, GitHub. Hello, new DAI!
- Replies: 17
- Views: 37605
Re: [game] [Evolution RTS] Bye bye, GitHub. Hello, new DAI!
I think by dumping all the micronews at the same time you completely ruined your attempt to convey what the purpose of the micronews is.
- 04 Aug 2018, 18:50
- Forum: Game Development
- Topic: Mutator Modtype
- Replies: 3
- Views: 2716
Re: Mutator Modtype
Engine source says 2 is "reserved" and it doesnt seem to be used, I don't think Spring supports optional archive loading. As a temporary measure you could have users dump the music in their local sounds folder (similar to how local user widgets are "installed"), though this is n...
- 02 Aug 2018, 14:08
- Forum: Help & Bugs
- Topic: Can you make and sell a spring engine game on steam
- Replies: 5
- Views: 1704
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 (Edit: anybody who bought the game) and wants them (which means that what you're really selling is whatever service your game server provides).
- 25 Jul 2018, 20:42
- Forum: Balanced Annihilation
- Topic: An open letter/epitaph to BA and it's "community"
- Replies: 12
- Views: 5320
Re: An open letter/epitaph to BA and it's "community"
also in this discussion often is missed that changes in the engine or bug fixes already change balance! I think it was missed because it is usually fine: an engine change / bugfix can always be followed by numerical tweaks to emulate previous behaviour. engine changes / bugfixes usually have some b...
- 12 Jun 2018, 17:19
- Forum: Ingame Community
- Topic: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or buildbot
- Replies: 18
- Views: 6116
Re: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or build
What are the meaningful differences between content and engine from the PoV of a player that warrant special handling for one but not the other?