Search

Search found 2347 matches

by jK
27 Nov 2016, 16:16
Forum: Lua Scripts
Topic: shut off shadow of specific unit
Replies: 6
Views: 3308

Re: shut off shadow of specific unit

yes
by jK
22 Oct 2016, 12:16
Forum: Engine
Topic: Does anyone use the engine with one letter command line flags?
Replies: 13
Views: 5238

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...
by jK
19 Oct 2016, 08:35
Forum: Engine
Topic: Does anyone use the engine with one letter command line flags?
Replies: 13
Views: 5238

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 :'(
by jK
30 May 2016, 17:37
Forum: Community Blog
Topic: [website] major upgrades of wiki / forum
Replies: 79
Views: 22249

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
by jK
03 Apr 2016, 18:53
Forum: Lua Scripts
Topic: Dynamic Arguments
Replies: 4
Views: 2341

Re: Dynamic Arguments

wut?
by jK
03 Mar 2016, 18:32
Forum: Art & Modelling
Topic: Random WIP 2016
Replies: 118
Views: 127392

Re: Random WIP 2016

Image
Image
decal1.jpg
(212.05 KiB) Not downloaded yet
decal2.jpg
(163.57 KiB) Not downloaded yet
by jK
23 Jan 2016, 00:01
Forum: Art & Modelling
Topic: Random WIP 2016
Replies: 118
Views: 127392

Re: Random WIP 2016

by jK
21 Oct 2015, 23:18
Forum: General Discussion
Topic: Multithread & DX12/Vulkan
Replies: 11
Views: 6336

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!
by jK
13 Oct 2015, 20:47
Forum: Engine
Topic: ThreadWorkers CPU usage
Replies: 6
Views: 3416

Re: ThreadWorkers CPU usage

by jK
07 Oct 2015, 09:22
Forum: Lua Scripts
Topic: Desync with table iterating using pairs() in synced code
Replies: 29
Views: 11188

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 ...
by jK
03 Oct 2015, 11:18
Forum: Lua Scripts
Topic: Desync with table iterating using pairs() in synced code
Replies: 29
Views: 11188

Re: Desync with table iterating using pairs() in synced code

hokomoko wrote:because only the start is used for calculating the hash
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.
by jK
28 Sep 2015, 12:07
Forum: Lua Scripts
Topic: Desync with table iterating using pairs() in synced code
Replies: 29
Views: 11188

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...
by jK
14 Sep 2015, 00:17
Forum: Dedicated Developer Discussion
Topic: switch to tcp / add support for it?
Replies: 12
Views: 9535

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...
by jK
12 Sep 2015, 13:47
Forum: Feature Requests
Topic: CWeapon
Replies: 3
Views: 2205

Re: CWeapon

PicassoCT wrote:The proposed function call is useless.
It would be a design decision.
But then all such "return a piece" callins would need such a set-function.
And i am too lazy to write those for all.
by jK
09 Sep 2015, 23:01
Forum: Lua Scripts
Topic: What should be the unit radius?
Replies: 11
Views: 4773

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...
by jK
09 Sep 2015, 07:28
Forum: Lua Scripts
Topic: What should be the unit radius?
Replies: 11
Views: 4773

Re: What should be the unit radius?

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?
That's why there is a `drawRadius`
by jK
29 Aug 2015, 03:23
Forum: Game Development
Topic: How to make flashing Chili objects
Replies: 5
Views: 2634

Re: Ludum Dare 33

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)
There is an example in the demo widget.
by jK
27 Aug 2015, 01:11
Forum: Engine
Topic: ThreadWorkers CPU usage
Replies: 6
Views: 3416

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...
by jK
17 Aug 2015, 22:59
Forum: Lua Scripts
Topic: gadget: how to handle loading of enemy units
Replies: 2
Views: 2062

Re: gadget: how to handle loading of enemy units

check wiki for the CMDTYPE of CMD.LOAD_UNITS

Go to advanced search