Search found 100 matches
- 04 May 2023, 00:08
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
That's a fair point about maintenance. However, if develop is not being developed any more, then what's the hold up to just recognise recoil as the new spring maintenance(and develop)? "Not being developed" is just my personal assessment. Abma seems to be trickling in some commits, so pre...
- 29 Apr 2023, 01:02
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
Why wouldn't the BAR branch be endorsed? From what I've read, it's simply a continuation of maintenance. Yes and no. It is a continuation of that branch in the git sense, and also in the sense that it offers what game devs want. But from engine devs' point of view the maintenance branch was just fo...
- 25 Apr 2023, 22:42
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
What are the barriers to giving Ivand (and/or whoever works on coil) rights over a branch in the official repo? Then coil would just be Spring branch like develop and maintenance. Why would the fork developers accept being 2nd class citizens? Why would Spring endorse having two branches being worke...
- 21 Feb 2023, 22:44
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
There was no discussion about that, also it was never tried to do that. It was never tried, but also there was never a crisis deep enough to cause a very successful fork, so maybe it's the best moment for the first time! On discussion: we're "discussing" right now, but there isn't much le...
- 15 Feb 2023, 00:36
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
thats not possible: 106+ dropped a lot of code which the fork still has. Bringing back that code is one of the major points of the fork, because dropping it broke a lot of gameside rendering. Yes, it's not possible to merge the code in the technical git sense of a merge. But it's entirely possible ...
- 04 Feb 2023, 20:26
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
If he'd been there the whole time but made the exact same decisions we'd still be in this situation, though. That's the whole point, if he was there the whole time he would not have made the same decisions, because those decisions are the result of being horribly underinformed. Maybe the engine dev...
- 04 Feb 2023, 11:46
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
He could also revert the bad decision he made when built 106.0 from the develop branch instead of the maintenance branch that people were actually using : put the content of the current develop branch in another branch, then make the develop branch the mirror of the bar105 engine and keep it update...
- 03 Feb 2023, 11:34
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
We poured so much work into lobbys over the years and now we replace it with proprietary who then can bend us over and fuck as after embrace honeymoon is over. If that was at least acknowledge as - it will happen- rather soon then later (cheap investor money runs out). So if there was a fallback so...
- 29 Jan 2023, 10:32
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
sorry, you've lost my attention after this. Fine, here's a less snarky post. There's extensive contributions by Abma on the official spring repository with merges and fixes on various projects. He's been silently keeping things running and we're grateful for that! Some background. Spring can be und...
- 28 Jan 2023, 21:25
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
and not contributing back lol explain what https://github.com/spring/spring/pull/559 was, if not a contribution and a massive extension of good will explain how else you expect contributions to happen if you have issues with the above also explain your own contributions while we're at it, have you ...
- 16 Jan 2023, 23:55
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: Engine fork and Ingame Community
I can't tell whether Ares wants to migrate to BAR105/Coil (which would be a bad look for 106) or whether he wants to migrate to 106 and there are no official tools (which would be a bad look for 106).
- 13 Jan 2023, 00:29
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: The Great Pro-Am Showdown coming on January 14th!
BAR is absolutely using the Spring engine (and so is ZK for that matter), don't be dense. https://github.com/beyond-all-reason/spring#coil-rts-game-engine Yes, don't you recognize it? That's Spring in everything but the name (and even the name is still Spring almost everywhere except that readme fi...
- 12 Jan 2023, 22:30
- Forum: General Discussion
- Topic: Engine fork and Ingame Community
- Replies: 75
- Views: 1153849
Re: The Great Pro-Am Showdown coming on January 14th!
BAR is absolutely using the Spring engine (and so is ZK for that matter), don't be dense.
- 26 Aug 2022, 02:14
- Forum: Map Releases
- Topic: Highway 95
- Replies: 15
- Views: 42125
Re: Highway 95
In v7 mexes are somehow broken in ZK (now detected as a metalmap, you can place everywhere).
Looks like most of your maps got broken that way in their latest iteration as well (the mex config file got renamed from `map_metal_layout.lua` to `map_resource_spot_layout.lua`, looks like the culprit)
Looks like most of your maps got broken that way in their latest iteration as well (the mex config file got renamed from `map_metal_layout.lua` to `map_resource_spot_layout.lua`, looks like the culprit)
- 19 Jun 2020, 19:54
- Forum: Engine
- Topic: The end of the maintenance branch
- Replies: 181
- Views: 857525
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: 24118
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: 15194
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: 8505
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: 61365
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: 7116
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).