Search found 2347 matches
- 27 Nov 2016, 16:16
- Forum: Lua Scripts
- Topic: shut off shadow of specific unit
- Replies: 6
- Views: 2698
- 22 Oct 2016, 12:16
- Forum: Engine
- Topic: Does anyone use the engine with one letter command line flags?
- Replies: 13
- Views: 3978
Re: Does anyone use the engine with one letter command line flags?
isn't this because of some fancy bash shell script which should still work after removing boost_program_options?! no :( The bashcomp systems so far don't try to get the available args, esp. cause there is no standard how to get them nor how to parse them. Also when you would just execute `myprogram...
- 19 Oct 2016, 08:35
- Forum: Engine
- Topic: Does anyone use the engine with one letter command line flags?
- Replies: 13
- Views: 3978
Re: Does anyone use the engine with one letter command line flags?
D:
so i am the only one who misses all the fancy boost cmdline features?
like `spring --list-co` gets autocompleted to `spring --list-co[nfig-vars]`
RIP then :'(
so i am the only one who misses all the fancy boost cmdline features?
like `spring --list-co` gets autocompleted to `spring --list-co[nfig-vars]`
RIP then :'(
- 30 May 2016, 17:37
- Forum: Community Blog
- Topic: [website] major upgrades of wiki / forum
- Replies: 79
- Views: 18076
Re: [website] major upgrades of wiki / forum
RIP
Last layout switch caused a lot of users to leave the website, now it will die completely ...
RIP
Last layout switch caused a lot of users to leave the website, now it will die completely ...
RIP
- 03 Apr 2016, 18:53
- Forum: Lua Scripts
- Topic: Dynamic Arguments
- Replies: 4
- Views: 1787
- 03 Mar 2016, 18:32
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 72565
- 23 Jan 2016, 00:01
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 72565
- 21 Oct 2015, 23:18
- Forum: General Discussion
- Topic: Multithread & DX12/Vulkan
- Replies: 11
- Views: 5450
Re: Multithread & DX12/Vulkan
Stop the propaganda shit Floris.
You even disabled VSync for the closed source violation and enabled it for the rest ...
This is not Syria, stop your lies!
You even disabled VSync for the closed source violation and enabled it for the rest ...
This is not Syria, stop your lies!
- 13 Oct 2015, 20:47
- Forum: Engine
- Topic: ThreadWorkers CPU usage
- Replies: 6
- Views: 2582
Re: ThreadWorkers CPU usage
check the example in the comments:
https://github.com/spring/spring/commit ... d4d4b762b1
https://github.com/spring/spring/commit ... d4d4b762b1
- 07 Oct 2015, 09:22
- Forum: Lua Scripts
- Topic: Desync with table iterating using pairs() in synced code
- Replies: 29
- Views: 6323
Re: Desync with table iterating using pairs() in synced code
Oh I twisted the 512 with a result of a benchmark I did, the actual limit is 64 chars. The responsible function is the following and has another issue: static inline lua_Hash calchash(const char *str, size_t l) { lua_Hash h = cast(unsigned int, l); /* seed */ size_t step = (l>>5)+1; /* if string is ...
- 03 Oct 2015, 11:18
- Forum: Lua Scripts
- Topic: Desync with table iterating using pairs() in synced code
- Replies: 29
- Views: 6323
Re: Desync with table iterating using pairs() in synced code
not the start, it will max use 512 chars for the hash, and when a string is longer it will just use each n'th char.hokomoko wrote:because only the start is used for calculating the hash
- 28 Sep 2015, 12:07
- Forum: Lua Scripts
- Topic: Desync with table iterating using pairs() in synced code
- Replies: 29
- Views: 6323
Re: Desync with table iterating using pairs() in synced code
Iteration with "normal" data types as keys is perfectly safe. Avoiding pairs() in synced code is not a good way to solve this imo, its too useful. 1. Spring already prints warnings for the 100% sure unsyncing types (tables, userdata, ...) 2. the code that causes the desync described in ma...
- 14 Sep 2015, 00:17
- Forum: Dedicated Developer Discussion
- Topic: switch to tcp / add support for it?
- Replies: 12
- Views: 8036
Re: switch to tcp / add support for it?
first a fact: Spring really implements TCP on top of UDP, meaning it won't process packets out of order. Only games that don't use a synced gamestate can do so. And so the main reason for UDP is not valid for Spring. Still there are some pros & cons for both UDP & TCP: UDP pros: * you have e...
- 12 Sep 2015, 13:47
- Forum: Feature Requests
- Topic: CWeapon
- Replies: 3
- Views: 1696
Re: CWeapon
It would be a design decision.PicassoCT wrote:The proposed function call is useless.
But then all such "return a piece" callins would need such a set-function.
And i am too lazy to write those for all.
- 09 Sep 2015, 23:01
- Forum: Lua Scripts
- Topic: What should be the unit radius?
- Replies: 11
- Views: 3397
Re: What should be the unit radius?
Would it be OK if I made a Lua interface to set this and untangled it from the existing Lua interface used to set the collision radius? No, it wouldn't be okay. You already see at unitRadius that such values shouldn't be user-configurable at all (when possible).* Only reasons for runtime updating i...
- 09 Sep 2015, 07:28
- Forum: Lua Scripts
- Topic: What should be the unit radius?
- Replies: 11
- Views: 3397
Re: What should be the unit radius?
That's why there is a `drawRadius`gajop wrote:I assume it should be greater than the object's drawing size so it's always drawn correctly, but what about collisions? Should it be greater than all colvols dimensions or smaller? Or something arbitrary?
- 29 Aug 2015, 03:23
- Forum: Game Development
- Topic: How to make flashing Chili objects
- Replies: 5
- Views: 2076
Re: Ludum Dare 33
There is an example in the demo widget.gajop wrote:Unlock available should just make the whole tech window flash but I didn't know how to code that easy and fast while using chili. (Probably would have to resort to default opengl and had no time for that)
- 27 Aug 2015, 01:11
- Forum: Engine
- Topic: ThreadWorkers CPU usage
- Replies: 6
- Views: 2582
Re: ThreadWorkers CPU usage
`accumulated` is the time when you add the time of each thread -> time a single thread would need to compute the task `real` is the time that was really spend on the task -> multi threaded performance So `real` is always < `accumulated` and 'accumulated`/`real` is near cpu core count And when you wa...
- 17 Aug 2015, 22:59
- Forum: Lua Scripts
- Topic: gadget: how to handle loading of enemy units
- Replies: 2
- Views: 1552
Re: gadget: how to handle loading of enemy units
check wiki for the CMDTYPE of CMD.LOAD_UNITS
- 20 Jul 2015, 12:40
- Forum: Lua Scripts
- Topic: create a directory?
- Replies: 3
- Views: 1577