Search found 19 matches
- 05 Feb 2008, 08:35
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 11696
Re: Spring + decoupled renderer
Wow, a lot of posts over the last few days. From what I get most of you guys have concerns about adding a restriction for low-end pcs. someone said it right, it should be up to the mod to define the limits. so no need to worry, ogre will work out just fine. @smoth: nah, no hard feelings. I wasnt ang...
- 01 Feb 2008, 18:26
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 11696
Re: Spring + decoupled renderer
OGRE is NOT a good engine. I have used it and the now dead OSRTS project rejected it. Ogre does its job pretty well. I'm sorry, the statement "not a good engine" is a bit too subjective for me. It really depends on the requirements of a project. In the end some things serve the purpose we...
- 01 Feb 2008, 11:08
- Forum: Map Creation
- Topic: World Builder.
- Replies: 55
- Views: 5086
Re: World Builder.
Wow, that looks awesome! 

- 01 Feb 2008, 10:57
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 11696
Re: Spring + decoupled renderer
That's what I thought. That's why I'm currently thinking about Ogre. It fully supports Opengl and Directx. For very old cards there is even the complete fixed function pipeline. But this comes at the prize of a more complex render-pipeline and materials(lots of different files). In other goods news ...
- 01 Feb 2008, 09:36
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 11696
Re: Spring + decoupled renderer
I wasn't aware springmark collects information about the gfxcard, too! After a close look I see a majority of ogl 2.0 cards. Still there are a lot of non-ogl2.0 cards. Mostly laptops and some Geforce FX's and a single Geforce4 MX(They just wont die!!! :P). I still don't like that it's only a partial...
- 31 Jan 2008, 19:46
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 11696
Re: Spring + decoupled renderer
Ups, forgot to rename the file on the ftp. Fixed.lurker wrote:404
Thx for the motivationlurker wrote:I don't think I told you you are awesome yet.

- 31 Jan 2008, 19:29
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 11696
Re: Spring + decoupled renderer
Here we go. First of all, here's something for the very brave, a patch for the codebase with all my changes. I'm not sure if it's a good idea to supply it as a single file but anyone interested can take a quick peek: http://devel.g0dsoft.com/files/tas_no_opengl_horde3d.patch About the patch: - "...
- 30 Jan 2008, 20:08
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 11696
Re: Spring + decoupled renderer
Ok, one thing at a time. You need to show some patches, even if they're not complete. Yep, I'm doing this tomorrow morning and post it here for review. What you're up to seems to be a rather difficult and intrusive task and the earlier you get input from other devs, the better (less wasted work, etc...
- 30 Jan 2008, 16:53
- Forum: Engine
- Topic: Spring + decoupled renderer
- Replies: 70
- Views: 11696
Spring + decoupled renderer
Hi folks, After a long time I have finally tinkered with the spring codebase again. Many moons ago I was looking into abstracting the modelformats and ultimately implent a new model format. But in the end I pretty much got turned off by the sheer amount of work to get the interfaces done and thinkin...
- 08 Jan 2008, 09:06
- Forum: Game Development
- Topic: New mod
- Replies: 91
- Views: 14259
Re: New mod
*sigh*Felix the Cat wrote:let the caydr-worshipping begin!
- 08 Jan 2008, 07:34
- Forum: Game Development
- Topic: New mod
- Replies: 91
- Views: 14259
Re: New mod
Oh my. Dont get too techy or argue that KBOTs on wheels aren't TA enough. I played AA a lot and I dont doubt Caydr's ability to come up with some nice gameplay that reminds one of TA but is something entirely new.
How about less chitchat and more recruiting?
my 2 cents
How about less chitchat and more recruiting?
my 2 cents
- 07 Jan 2008, 16:22
- Forum: Game Development
- Topic: New mod
- Replies: 91
- Views: 14259
Re: New mod
Also, if your mod is a TA recreation but you use no walk scripts, what will tell the vehs cand kbots apart? Simple, there are no kbots. Right in the second paragraph: I want to start a new mod, one featuring only tanks and aircraft, no fancyass infantry scripting, no bullshit crazy LUA stuff, just ...
- 02 Jan 2008, 21:53
- Forum: Help & Bugs
- Topic: Display goes black/green when I press Shift (ATI 3850)
- Replies: 30
- Views: 4989
Re: Display goes black/green when I press Shift (ATI 3850)
I have a related issue concerning the display of build-queues and it seems I have found the cause of the problem. For me the units render fine but the terrain turns grey. Actually it turns to the defined fogcolor for the current map. You guys should switch to the FPS-camera mode and get very close t...
- 22 Feb 2006, 08:14
- Forum: Art & Modelling
- Topic: How many modelers have we?
- Replies: 51
- Views: 10858
- 22 Feb 2006, 06:54
- Forum: Art & Modelling
- Topic: How many modelers have we?
- Replies: 51
- Views: 10858
Here's some unfinished WIP-stuff of mine. Nothing too fancy or textured though.
http://www.developium.net/gfx/slade.jpg
http://www.developium.net/gfx/lm.jpg
http://www.developium.net/gfx/slade.jpg
http://www.developium.net/gfx/lm.jpg
- 14 Feb 2006, 10:44
- Forum: Engine
- Topic: Better audio format for sound effects
- Replies: 16
- Views: 12435
- 14 Feb 2006, 09:51
- Forum: Engine
- Topic: Common texturespace for units?
- Replies: 2
- Views: 506
- 14 Feb 2006, 09:43
- Forum: Map Creation
- Topic: Little help? (Application Error!)
- Replies: 15
- Views: 2067
- 14 Feb 2006, 09:29
- Forum: Engine
- Topic: Common texturespace for units?
- Replies: 2
- Views: 506
Common texturespace for units?
> Spring only supports a texture space of 2048x2048 pixels, all textures combined. It's best to use base two numbers for texture sizes, and to shoot as small as possible. ... > No weapon ID conflict, no unit limit, not unit size limit! (But size of all combined texture limit :( ) Hello folks, I jus...