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by child
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...
by child
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...
by child
01 Feb 2008, 11:08
Forum: Map Creation
Topic: World Builder.
Replies: 55
Views: 5086

Re: World Builder.

Wow, that looks awesome! :shock:
by child
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 ...
by child
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...
by child
31 Jan 2008, 19:46
Forum: Engine
Topic: Spring + decoupled renderer
Replies: 70
Views: 11696

Re: Spring + decoupled renderer

lurker wrote:404
Ups, forgot to rename the file on the ftp. Fixed.
lurker wrote:I don't think I told you you are awesome yet.
Thx for the motivation :-)
by child
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: - "...
by child
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...
by child
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...
by child
08 Jan 2008, 09:06
Forum: Game Development
Topic: New mod
Replies: 91
Views: 14259

Re: New mod

Felix the Cat wrote:let the caydr-worshipping begin!
*sigh*
by child
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
by child
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 ...
by child
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...
by child
22 Feb 2006, 08:14
Forum: Art & Modelling
Topic: How many modelers have we?
Replies: 51
Views: 10858

the second one is a heavy combatsuit inspired by the landmates from Appleseed
by child
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
by child
14 Feb 2006, 10:44
Forum: Engine
Topic: Better audio format for sound effects
Replies: 16
Views: 12435

WAV is still an industrystandard. Using a different format just for the sake of being hip sounds plain wrong to me. Also OGG would only make sense when used to encode huge datasets like musical scores. For small soundeffects WAV is perfectly fine.
by child
14 Feb 2006, 09:51
Forum: Engine
Topic: Common texturespace for units?
Replies: 2
Views: 506

so this is only a rule for the old 3do format. Thats what I wanted to know. Thx
by child
14 Feb 2006, 09:43
Forum: Map Creation
Topic: Little help? (Application Error!)
Replies: 15
Views: 2067

Looks like the client dies when it tries to generate the minimap-preview for your map.

You can also try to launch spring directly, choose to be server and select random enemies from the list, then look for your map in the list.
by child
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...

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