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by Kloot
10 May 2019, 11:33
Forum: Game Development
Topic: 1208 Maintenance - Decloak range is not causing decloak
Replies: 4
Views: 241

Re: 1208 Maintenance - Decloak range is not causing decloak

Control over (de)cloaking behavior was handed to Lua, check https://github.com/Balanced-Annihilatio ... amaged.lua for example code.
by Kloot
20 Apr 2019, 11:02
Forum: General Discussion
Topic: RIP BA
Replies: 64
Views: 3714

Re: RIP BA

Allowing ... 103 wasn't hurting anyone. It was hurting engine development. If said development ends (why would anyone want to contribute when all they see getting airtime is some old engine from N years ago?), the only reasonable expected outcome is that Spring's server will be unceremoniously shut...
by Kloot
11 Apr 2019, 15:39
Forum: Community Blog
Topic: [misc] enforcment of spring >= 104.0 for autohosts with botflag
Replies: 82
Views: 4472

Re: [misc] enforcment of spring >= 104.0 for autohosts with botflag

How some of your clients have the power to go into the office of other clients of yours and ban their customers or destroy the office itself? The BA9/PA offices were actually unoccupied, which brings me back to point 1) of https://springrts.com/phpbb/viewtopic.php?p=590653#p590653. The only reason ...
by Kloot
11 Apr 2019, 14:27
Forum: Community Blog
Topic: [misc] enforcment of spring >= 104.0 for autohosts with botflag
Replies: 82
Views: 4472

Re: [misc] enforcment of spring >= 104.0 for autohosts with botflag

You ( all of you) can either 1) stop whining and take a day or two to update PA to 104, then move on with your life, or 2) read this statement again and act on it If your goals are contradictory to the project, feel free to host your own server with any versions and/or rules you see fit. the questio...
by Kloot
11 Apr 2019, 14:11
Forum: Community Blog
Topic: [misc] enforcment of spring >= 104.0 for autohosts with botflag
Replies: 82
Views: 4472

Re: [misc] enforcment of spring >= 104.0 for autohosts with botflag

RickHustle wrote:Your clients is players.
No, game developers (which BA9 and PA do not have) are our "clients". Players are theirs.

I guess you'll just have to... learn how to hustle?
by Kloot
10 Apr 2019, 18:59
Forum: Community Blog
Topic: [misc] enforcment of spring >= 104.0 for autohosts with botflag
Replies: 82
Views: 4472

Re: [misc] enforcment of spring >= 104.0 for autohosts with botflag

Is this "let's ban old engines" a one time thing or do the devs plan to do it regularly from now on? It may not be a regular thing, but we reserve the right. If, for example, good boy Mando the samaritan martyr finds and abuses any exploits in 104(+), as he did with 103, that would count as a ban-w...
by Kloot
09 Apr 2019, 01:55
Forum: Phoenix Annihilation
Topic: Noticed things
Replies: 9
Views: 554

Re: Noticed things

Ok, so maintainance releases are based on arbitrary commits. So release 24523 is in no way more stable than release 23435. As a game developer your only chance is to just try some engines and stick to the one that runs best for you. If you update the engine then you have the chance to get some bugf...
by Kloot
08 Apr 2019, 21:02
Forum: Phoenix Annihilation
Topic: Noticed things
Replies: 9
Views: 554

Re: Noticed things

I expected that an engine version 104.0 would be compatible with another engine version 104.x You seem to either have attached too much value to version numbers or be dreadfully confused about what the various 104.0.1-123-gabcdef builds actually are, so allow me to clear up some details. They repre...
by Kloot
25 Mar 2019, 21:03
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 2655

Re: MapConv(NG) for Windows crash on big map sizes

JFYI, a barebones 64x64 map requires at least 8GB of RAM just for the heightmap (the engine converts it to floats, and also maintains an unsynced copy) so you can probably forget about loading one of those up.
by Kloot
23 Mar 2019, 01:29
Forum: Engine
Topic: When can we talk about spring's loading problems (On Windows)?
Replies: 7
Views: 505

Re: When can we talk about spring's loading problems (On Windows)?

Do you disagree with the hypothesis that ignoring .git would produce significant improvements (on windows)? The underlying problem is that doing development inside an .sdd thrashes the OS disk cache, git (as opposed to no VCS) just makes it worse. Do you disagree with my assertion that it seems to ...
by Kloot
22 Mar 2019, 11:39
Forum: Engine
Topic: When can we talk about spring's loading problems (On Windows)?
Replies: 7
Views: 505

Re: When can we talk about spring's loading problems (On Windows)?

It seems to me you have already forgotten that the solution is *not* as easy as igoring .git folders.

What more information do you need to understand the issue other than "this ain't a Linux vs Windows deal"?
by Kloot
13 Jan 2019, 15:33
Forum: General Discussion
Topic: Mars Total Warfare - Spring similarities
Replies: 18
Views: 2042

Re: Mars Total Warfare - Spring similarities

there is no underlying "engine" Bullcrap, this is either a clean-room reimplementation of a Spring-like engine or some older fork trying very hard to hide its origins. Disassembling the binary (which has been stripped clean by the way) and comparing code sections against various spring{-mt}.exe ver...
by Kloot
18 Dec 2018, 12:39
Forum: Feature Requests
Topic: suggestion: replay backward/forward
Replies: 20
Views: 2067

Re: suggestion: replay backward/forward

that is probably not even too difficult todo I suspect you may be in management, so here are some free tips to improve your style and relations with your underlings: If something seems easy or obvious to you but has not been done yet, assume that it is probably hard. If you want to show this assump...
by Kloot
18 Dec 2018, 12:19
Forum: Help & Bugs
Topic: Spring RTS, Oculus Rift, 3D!
Replies: 9
Views: 895

Re: Spring RTS, Oculus Rift, 3D!

... as well as overestimating how much I care about being regaled with tales from your personal history concerning terribad early Oculus-style VR technology, which was limited in many more aspects than resolution alone. FYI since I can see tiny details matter to you: "anaglyph" being a noun that den...
by Kloot
17 Dec 2018, 11:59
Forum: Help & Bugs
Topic: Spring RTS, Oculus Rift, 3D!
Replies: 9
Views: 895

Re: Spring RTS, Oculus Rift, 3D!

implementation requires drawing world two times with slightly different view matrix on half-width viewport each If you wear your screen directly on your face, yes. The "pre Oculus" way (anaglyphic 3D) also requires color-filtering the scene for your left and right eye plus a pair of these . Oculus,...
by Kloot
07 Nov 2018, 16:20
Forum: Lua Scripts
Topic: Enhanced Damage Dealt Counter gadget
Replies: 10
Views: 1612

Re: Enhanced Damage Dealt Counter gadget

Spring.AddUnitDamage will trigger Unit{Pre}Damaged.

Since you are calling it from *within* UnitPreDamaged (via RerouteDamages --> addDamages), this can cause infinite recursion which ends in a stack overflow.
by Kloot
03 Nov 2018, 11:28
Forum: General Discussion
Topic: Port spring to ogl Vulcan..
Replies: 14
Views: 1973

Re: Port spring to ogl Vulcan..

Yes, it needs to be mandatory. You are also a year too late for that discussion. No, 105 will not run on Mac because Apple's GL4.1 implementation lacks crucial features and there are not going to be multiple code paths unless you pay me. All things considered though, I think I'd rather write a new e...
by Kloot
28 Oct 2018, 14:07
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 1829

Re: Instant turn rate?

Demo files are automatically generated in your writeable data directory (search your system for infolog.txt to find it) under "demos". Bugtracker is here: https://springrts.com/mantis/ To be clear I was just using https://github.com/spring-archive/springtutorialgame.sdd so the steps to reproduce it ...
by Kloot
28 Oct 2018, 12:29
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 1829

Re: Instant turn rate?

https://peertube.mastodon.host/videos/watch/f09afe5b-a93c-45ae-bbec-5da4c8604228 Reproducing this locally eludes me so I would like you to do the following: 1) grab Balanced Annihilation 10.13 (sdz) and extract it to an sdd directory 2) open units/ArmVehicles/armfav.lua and change acceleration/brak...
by Kloot
27 Oct 2018, 02:35
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 1829

Re: Instant turn rate?

Engine, this applied to handling of ground units with maxVelocity >= 10 elmos/frame. Build 832-g320ff24 includes a patch.

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