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by Kloot
25 May 2018, 01:15
Forum: Engine
Topic: The differences between Develop and Maintenance
Replies: 13
Views: 428

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: 428

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
by Kloot
23 May 2018, 15:21
Forum: Engine
Topic: The differences between Develop and Maintenance
Replies: 13
Views: 428

Re: The differences between Develop and Maintenance

probably completely unusable


For most UI code, removal of display lists has been the only major API breakage to occur so far and is easy to adapt to.

That said, sticking with maintenance is a wiser course of action for the time being.
by Kloot
23 May 2018, 14:28
Forum: Feature Requests
Topic: Minimaps on the test spring.exe screen
Replies: 3
Views: 166

Re: Minimaps on the test spring.exe screen

To coin an old phrase: Lua{Menu} it.
by Kloot
22 May 2018, 23:31
Forum: Help & Bugs
Topic: Game doesnt start anymore with spring engine 477 or newer
Replies: 18
Views: 439

Re: Game doesnt start anymore with spring engine 477 or newer

Feed the startscript generated by springlobby to the engine manually (using a command prompt: "spring.exe script.txt") and check what happens.

If that also works normally, forward your issue to https://github.com/springlobby/springlobby/issues.
by Kloot
04 May 2018, 19:59
Forum: Feature Requests
Topic: Supreme Commander like tiltzoom
Replies: 2
Views: 223

Re: Supreme Commander like tiltzoom

Isolate the bug in a minimal standalone widget with one of the default cameras and report it on mantis.
by Kloot
03 May 2018, 15:33
Forum: Engine
Topic: GL 4 Progress and Help
Replies: 19
Views: 715

Re: GL 4 Progress and Help

Yes and no, Metal/Vulkan are just the result of the AAA game industry (where people *want* the ability to write what are essentially mini-drivers) pushing for more control over performance.

Hobbyist projects don't dictate tech developments.
by Kloot
03 May 2018, 13:54
Forum: Engine
Topic: GL 4 Progress and Help
Replies: 19
Views: 715

Re: GL 4 Progress and Help

Apple dropped OpenGL like a rock after 4.1-core in favor of their Metal API and we don't exactly have the resources to implement a nice abstraction layer that can speak both dialects.

The only thing to do is wait or contribute code.
by Kloot
03 May 2018, 13:34
Forum: Help & Bugs
Topic: Help With AMDGPU
Replies: 11
Views: 361

Re: Help With AMDGPU

Compile the maintenance branch (also required for multiplayer sync), not develop.
by Kloot
29 Apr 2018, 18:09
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 10
Views: 756

Re: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"

Default priorities have been tweaked in 429-gd987965 so out-of-range targets always end up on the bottom of the pile. AllowWeaponTarget can be hazardous to performance, use it only if you want a totally different ordering than is generated by the engine's los/range/damage/health prioritization scheme.
by Kloot
12 Apr 2018, 13:50
Forum: Help & Bugs
Topic: PLZ HELP fix this behavior
Replies: 21
Views: 1148

Re: PLZ HELP fix this behavior

This has already been fixed in upstream maintenance builds.

All BA needs to do is update, we can not help further.
by Kloot
10 Apr 2018, 15:18
Forum: Help & Bugs
Topic: Why are ping times so high?
Replies: 11
Views: 545

Re: Why are ping times so high?

I get a pingtime of 233 to my server that is sitting 20 feet away on a 10 gigabit internal network connection Note that 233 is a multiple of 33.333... and frames are spaced 33.333... milliseconds apart at speed 1, which implies a zero-ping (p=0) buffer size of n=7. It might be simpler if they were ...
by Kloot
07 Apr 2018, 12:11
Forum: Help & Bugs
Topic: Why are ping times so high?
Replies: 11
Views: 545

Re: Why are ping times so high?

Spring only cares about "VSync" (which can have values between -6 and 6 since 104.0), SL seems to be using the wrong capitalisation. UseNetMessageSmoothingBuffer indeed goes into springsettings.cfg; you will also be able to issue /netmsgsmoothing in the console if and when BA switches to a...
by Kloot
06 Apr 2018, 19:19
Forum: Help & Bugs
Topic: Why are ping times so high?
Replies: 11
Views: 545

Re: Why are ping times so high?

I'm in Australia you're screwed mate The player pings you see ingame are not a direct measure of latency but rather the difference between server and client simulation time. This difference is always biased upward because of buffering (needed to compensate for network fluctuations, and allows the g...
by Kloot
06 Apr 2018, 12:36
Forum: Help & Bugs
Topic: Why are ping times so high?
Replies: 11
Views: 545

Re: Why are ping times so high?

Let's start with the basics. 1) Where in the world (which continent) is the host located? 2) Where in the world (which continent) are you located? 3) What does a traceroute from you to the host look like? How many network nodes are there? Which leg(s) of the path add the most latency? Reminder: a pi...
by Kloot
03 Apr 2018, 18:22
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 10
Views: 756

Re: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"

Target anticipation: get the weapons ready even if the target still isn't reachable, so that when it is, the weapons will be able to fire almost instantly. Spring.SetUnitWeaponState(unitID, weaponNum, "autoTargetRangeBoost", 123.456) (only available in Spring 354-gb7b7c7a and above, updat...
by Kloot
31 Mar 2018, 12:42
Forum: Map Releases
Topic: Nuclear Winter v3
Replies: 9
Views: 690

Re: Nuclear Winter v2

I think more specular lighting variation (via detail normals and a lower sun angle, a la Red Comet V1.3) would also help to break up the monotonicity.
by Kloot
27 Mar 2018, 19:42
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 18
Views: 721

Re: Faking steep cliffs

With heightmaps, top-down planar projection causes unsightly texture stretching on steep surfaces.

The idea to hide them under automatically placed features isn't new (alas, dead screenshot links) and should be more feasible in 104+.

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