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by Kloot
13 Jan 2019, 15:33
Forum: General Discussion
Topic: Mars Total Warfare - Spring similarities
Replies: 8
Views: 237

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: 10
Views: 465

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: 379

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: 379

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: 1111

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: 12
Views: 933

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: 1050

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: 1050

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: 1050

Re: Instant turn rate?

Engine, this applied to handling of ground units with maxVelocity >= 10 elmos/frame. Build 832-g320ff24 includes a patch.
by Kloot
26 Oct 2018, 14:17
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 1050

Re: Instant turn rate?

Thank you, the (quite fixable) problem here is that waypoint consumption does not keep pace at maxVelocity=10 with a turn-radius of effectively zero.

Incidentally "startVelocity" is only used by certain weapon types, not units.
by Kloot
26 Oct 2018, 13:48
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 1050

Re: Instant turn rate?

Your unit appears to be overshooting some of its waypoints rather than getting upset by terrain, which could result from a particular high maxVelocity / low brakeRate combination. Would you mind pastebinning the unitdef file and/or making a new video after typing /cheat into the console followed by ...
by Kloot
25 Oct 2018, 12:13
Forum: Engine
Topic: Allow reloading archives while developing
Replies: 9
Views: 647

Re: Allow reloading archives while developing

Archive entries listed in springignore are only exempt from checksum calculations (obviously unwanted on .git and other sync-breaking data regardless of speed), but the main issue with sdd-as-repo usage is that when you touch any file inside an .sdd the OS has to throw out part of its disk cache, an...
by Kloot
25 Oct 2018, 02:18
Forum: Engine
Topic: Allow reloading archives while developing
Replies: 9
Views: 647

Re: Allow reloading archives while developing

This comment should clue you in why using .sdd's as repository roots is a bad idea : // If we are here, we could have invalid info in the cache // Force a reread if it is a directory archive (.sdd), as // st_mtime only reflects changes to the directory itself, // not the contents. OT: implementing s...
by Kloot
22 Oct 2018, 16:45
Forum: Engine
Topic: Addon handler development direction?
Replies: 4
Views: 731

Re: Addon handler development direction?

Just leave them. Existing games are not going to make the transition anymore at this point, and the old-old handlers have proliferated too many times. More importantly their codebases are debugged (except for #6023) / well-understood whereas the addon handler has received nowhere near the same amoun...
by Kloot
21 Oct 2018, 17:07
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 1050

Re: Instant turn rate?

No need, modWantedDir can no longer equal <0,0> as of 817-gfa7aedc.

Fixing terrain interaction for high-turnrate units may take either a clever hack or a rewrite, so I hope you can tolerate it fttb.

EDIT: done in build 822-gcf9c812 following good Hacktober spirit
by Kloot
20 Oct 2018, 16:10
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 1050

Re: Instant turn rate?

now it doesn't swerve but when it stops sometimes the orientation changes. Also when rapidly changing directions sometimes it lags and doesn't start moving immediately. The tendency of units to flip their orientation during a stop should be reduced in build 816-g8d93daa of the 104.0 maintenance bra...
by Kloot
19 Oct 2018, 20:11
Forum: Game Development
Topic: Instant turn rate?
Replies: 24
Views: 1050

Re: Instant turn rate?

Swerving at high turnRate values happens because unit motion also incorporates rotational acceleration, which can be changed only by (synced) Lua gadget code. This post shows one way of doing so in response to the same issue.
by Kloot
07 Oct 2018, 14:58
Forum: Engine
Topic: Physically Based Rendering
Replies: 35
Views: 2042

Re: Physically Based Rendering

For S3O's Spring calculates TBN handedness per vertex such that mirrored UV's can be used on symmetric models, which obviously requires a consistent winding order to work. If your models are in .dae format, then the tangents are calculated by assimp which may internally do the same thing. wrt alpha ...
by Kloot
03 Oct 2018, 17:17
Forum: Game Development
Topic: model.name is something different now?
Replies: 3
Views: 430

Re: model.name is something different now?

Yes, UnitDefs[n].model.name became (after a slight detour) UnitDefs[n].modelname for performance reasons: https://github.com/spring/spring/blob/develop/doc/changelog.txt#L247 In case you missed it and to avoid doing potential double work, grab the latest maintenance build instead of 104.0: https://s...
by Kloot
30 Sep 2018, 16:09
Forum: Engine
Topic: Physically Based Rendering
Replies: 35
Views: 2042

Re: Physically Based Rendering

Alpha materials are only used when the engine renders cloaked units (TA legacy cruft), just add canCloak=true to your test-object defs or call Spring.SetUnitCloak.

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