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by Kloot
07 Nov 2018, 16:20
Forum: Lua Scripts
Topic: Enhanced Damage Dealt Counter gadget
Replies: 10
Views: 864

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: 681

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: 839

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: 839

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: 839

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: 839

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: 839

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: 521

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: 521

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: 635

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: 839

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: 839

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: 839

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: 24
Views: 1205

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: 339

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: 24
Views: 1205

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.
by Kloot
30 Sep 2018, 13:38
Forum: Engine
Topic: Physically Based Rendering
Replies: 24
Views: 1205

Re: Physically Based Rendering

They are (https://springrts.com/wiki/Lua_UnitRendering#MaterialTypes), but only during the forward pass. See these framework lines for pointers: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/LuaRules/Gadgets/api_custom_unit_shaders.lua#L287 https://github.com/lhog/Zero-K/blob/pbrCUS_v1/LuaRules/Gadg...
by Kloot
25 Sep 2018, 21:17
Forum: Feature Requests
Topic: Option to switch how moving around the map works
Replies: 6
Views: 468

Re: Option to switch how moving around the map works

Unless this request involves some unexpressed subtleties, "I want the terrain to move in the direction I move my mouse" is equivalent to "I want the camera to move in the opposite direction I move my mouse", in which case the answers are no and yes.
by Kloot
22 Sep 2018, 17:28
Forum: Engine
Topic: Recent engines do not work on Manjaro/Arch Linux.
Replies: 7
Views: 713

Re: Recent engines do not work on Manjaro/Arch Linux.

Nope: until someone updates the linux buildbots (which will fix the situation for users on any distro shipping libcurl4, but break it in the other direction for all older systems with libcurl3 installed), your only workaround is to compile Spring from source.
by Kloot
18 Sep 2018, 12:10
Forum: Engine
Topic: Physically Based Rendering
Replies: 24
Views: 1205

Re: Physically Based Rendering

2) extend gl.CreateTexture with cubemap support (easy-ish), then dynamically replace the skybox by your HDR environment cubemap via Spring.SetSkyBoxTexture (currently deadweight)

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