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by Kloot
07 Oct 2018, 14:58
Forum: Engine
Topic: Physically Based Rendering
Replies: 24
Views: 851

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: 137

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: 851

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: 851

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: 4
Views: 188

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: 476

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: 851

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)
by Kloot
15 Sep 2018, 20:29
Forum: Engine
Topic: Physically Based Rendering
Replies: 24
Views: 851

Re: Physically Based Rendering

Both screenshots look correct to me. The specular cubemap (top image) basically just stores C * pow(dot(N, L), e), where C is the sun's model specular color, L the sun direction and e the specular exponent. This is going to be black for most N's. Ravaged's skybox contains green near the horizon and ...
by Kloot
11 Sep 2018, 01:38
Forum: General Discussion
Topic: How does the Spring networking model work?
Replies: 6
Views: 244

Re: How does the Spring networking model work?

In my understanding, the game host server runs its own copy of the simulation No, the simulation(s) exist(s) only on the client side. and computes a checksum of the game state every tick Clients do this. So each player sends a checksum of his game state to the server, and the server checks if this ...
by Kloot
10 Sep 2018, 22:59
Forum: General Discussion
Topic: How does the Spring networking model work?
Replies: 6
Views: 244

Re: How does the Spring networking model work?

The server regulates game speed based on (by default) the average CPU usage value of all clients, which means players with slower-than-average CPU's will fall further and further behind the reference time but can stay ingame with increasing order latency. Eventually (though in practice never, since ...
by Kloot
02 Sep 2018, 15:32
Forum: Game Development
Topic: AllowUnitTransport(Load/Unload)
Replies: 2
Views: 153

Re: AllowUnitTransport(Load/Unload)

Did I miss something
Nope, I did. Coordinates are available in 686-g3fbba69.
by Kloot
28 Aug 2018, 21:59
Forum: Linux
Topic: Extremely slow on Intel i9-7920X unless WorkerThreadCount=0 or 1
Replies: 1
Views: 774

Re: Extremely slow on Intel i9-7920X unless WorkerThreadCount=0 or 1

No need to make reports for ancient versions, test only the most recent (104.0.1-708-gedbecc7) maintenance build. Either false sharing or excessive lock contention (or broken affinity management) could be good candidate explanations, but I expect other shenanigans since a performance degradation thi...
by Kloot
27 Aug 2018, 18:23
Forum: Linux
Topic: Compiling the engine but also making it available to be used with server hosting
Replies: 5
Views: 569

Re: Compiling the engine but also making it available to be used with server hosting

i don't know how to tell the compiling process to use that tag You would either have to hack the FetchSpringVersion macro in rts/build/cmake/UtilVersion.cmake, or set the core.abbrev value in your .gitconfig file to 7. Your git client (which is invoked by FetchSpringVersion) appears to be using a l...
by Kloot
27 Aug 2018, 15:11
Forum: Infrastructure Development
Topic: spring replay site
Replies: 179
Views: 22789

Re: spring replay site

Keep the cumulative resources-produced graphs so you can show exponential economic growth (or lack thereof).
by Kloot
06 Aug 2018, 10:58
Forum: Help & Bugs
Topic: Help: Minimap and command boxes appear blank
Replies: 4
Views: 295

Re: Help: Minimap and command boxes appear blank

GL version : 3.0 Mesa 17.2.8 GL vendor : X.Org GL renderer : AMD CAICOS (DRM 2.50.0 / 4.13.0-46-generic, LLVM 5.0.0) Your GPU driver is probably not configured with DDS / S3TC texture (de)compression support. There should be an option to enable it in driconf, but check the output of glxinfo for "EX...
by Kloot
30 Jun 2018, 14:01
Forum: Map Creation
Topic: Change Light map value
Replies: 22
Views: 7119

Re: Change Light map value

Could you please run the following minimal example widget on either Core Platform or Incandescence? This should have obvious effects if it works. local ssmfEmissionTexHandle = "" function widget:GetInfo() return { name = "Spring.SetMapShadingTexture", layer = 0, enabled = true, } end function widget...
by Kloot
30 Jun 2018, 12:06
Forum: Map Creation
Topic: Change Light map value
Replies: 22
Views: 7119

Re: Change Light map value

Is [DOES NOTHING] by design or just an oversight?
Neither, gajop's copypasta snippet visibly kills the default emission texture (as it should) for me on Core Platform.

Which map(s) are you using to test this?
by Kloot
25 May 2018, 01:15
Forum: Engine
Topic: The differences between Develop and Maintenance
Replies: 13
Views: 873

Re: The differences between Develop and Maintenance

this is how stuff looks like to me: https://i.imgur.com/9m3ILiB.jpg I'm going to guess your SpringData dir points to the wrong basecontent sdz's (only way I can replicate your screenshot), although that should lead to all sorts of errors. Add DebugGL=1 and DebugGLStacktraces=1 to springsettings.cfg...
by Kloot
24 May 2018, 19:12
Forum: Engine
Topic: The differences between Develop and Maintenance
Replies: 13
Views: 873

Re: The differences between Develop and Maintenance

I expect/hope most of those are uniforms in disguise.

re: PS: upgrade to GLEW 2.1.0 (or hack away the version check)
re: PS2: pr-downloader's fault, it doesn't respect PREFER_STATIC_LIBS

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