Search found 22 matches
- 04 Feb 2010, 02:43
- Forum: Lua Scripts
- Topic: Why does this snippet of code eat my CPU?
- Replies: 29
- Views: 3423
Re: Why does this snippet of code eat my CPU?
On linux/ext3+, at least, filesystem writes *are* cached--by the OS. I imagine Windows does something similar. It's not Spring's job to worry about that sort of thing.
- 30 Jan 2010, 09:22
- Forum: Help & Bugs
- Topic: Spring.exe doesn't run in win7 64bit?
- Replies: 13
- Views: 3926
Re: Spring.exe doesn't run in win7 64bit?
This solved the problem for me too. I think I know what's going on here; springlobby is including a version of OpenAL.dll that's incompatible with current spring in its update package.
- 15 Sep 2009, 22:53
- Forum: Ingame Community
- Topic: BETA TESTERS NEEDED
- Replies: 21
- Views: 2878
Re: BETA TESTERS NEEDED
c2d E6420, GeForce 8600M GT, 2GB RAM, fresh Windows 7
- 23 May 2009, 07:05
- Forum: Kernel Panic
- Topic: Kernel Panic 3.3
- Replies: 7
- Views: 2625
Re: Kernel Panic 3.3
Awesome! Played several rounds. Very fun. I'm looking forward to a KotH mode, too.
- 22 Jun 2008, 01:09
- Forum: Engine
- Topic: Help porting to FreeBSD?
- Replies: 16
- Views: 2477
Re: Help porting to FreeBSD?
FreeBSD generally uses Xorg for graphics, just like most linuxes. In theory this means identical hardware support, but because most vendors don't release driver source code, that tends to fall apart in reality. Luckily, nVidia supplies proprietary drivers for 32-bit x86 FreeBSD, and I expect that on...
- 30 May 2008, 09:14
- Forum: Engine
- Topic: Help porting to FreeBSD?
- Replies: 16
- Views: 2477
Re: Help porting to FreeBSD?
Any of the lobbies which work on Linux should (theoretically) work fine here, too; iirc, SpringLobby works without any changes. Now all that remains to be done is multiplayer sync testing of the new code.
- 26 May 2008, 09:31
- Forum: Engine
- Topic: Help porting to FreeBSD?
- Replies: 16
- Views: 2477
Re: Help porting to FreeBSD?
BSD is a long dead piece of history. FreeBSD is a very much alive and well supported modern unix.Dragon45 wrote:BSD is black magicz
its a historically important OS that's not supported by most popular things.
- 21 May 2008, 06:22
- Forum: Engine
- Topic: Help porting to FreeBSD?
- Replies: 16
- Views: 2477
Re: Help porting to FreeBSD?
Er, maybe you don't understand the nature of systems like FreeBSD. A skilled admin generally installs everything by either A. compiling from source, B. compiling from ports, or C. installing a binary package compiled by the FreeBSD people from ports. An installer of any kind would probably never be ...
- 20 May 2008, 06:09
- Forum: Engine
- Topic: Help porting to FreeBSD?
- Replies: 16
- Views: 2477
Re: Help porting to FreeBSD?
That is pretty cool, nice work fella, looks like the wiki will need updating soon for FreeBSD setup as well :D I dunno, it should be pretty much the same procedure as for Linux, once both the build system and source code patches are applied. O_o SMOTH IS MAJIK!!! /me rubs smoth MAEK BLOOM FILTER NA...
- 15 May 2008, 05:17
- Forum: Engine
- Topic: Help porting to FreeBSD?
- Replies: 16
- Views: 2477
Re: Help porting to FreeBSD?
Your wish did its job.
http://spring.clan-sy.com/mantis/view.php?id=934
http://spring.clan-sy.com/mantis/view.php?id=934
- 15 May 2008, 04:37
- Forum: Engine
- Topic: Help porting to FreeBSD?
- Replies: 16
- Views: 2477
Help porting to FreeBSD?
I'm interested in getting spring working on FreeBSD. It's similar to linux in many respects, so in theory very little should need changing; it's an astronomically simpler prospect than windows -> linux, for example. However, in beginning this effort, I've run into problems straight off; the build sy...
- 30 Aug 2007, 02:43
- Forum: Engine
- Topic: why can't tanks drive backwards and bots walk backwards?
- Replies: 23
- Views: 2408
- 30 Aug 2007, 02:10
- Forum: Engine
- Topic: How much is recorded for replays?
- Replies: 1
- Views: 390
How much is recorded for replays?
Is it just the orders given by players? If so, how are randomized things like innaccuracy of some weapons prevented from modifying the outcome? Is a seed saved? Would replays work normally if more nondeterministic (unpredictable) elements (such as more advanced/complete physics simulation) were adde...
- 30 Aug 2007, 02:05
- Forum: Feature Requests
- Topic: Forming alliances in-game + seeing a list of alliances
- Replies: 56
- Views: 10166
- 30 Aug 2007, 02:01
- Forum: Feature Requests
- Topic: Mod directory structure redefinition
- Replies: 2
- Views: 657
- 30 Aug 2007, 01:59
- Forum: Feature Requests
- Topic: AI support for ingame spawnpoint selection
- Replies: 9
- Views: 1402
- 27 Aug 2007, 11:50
- Forum: Feature Requests
- Topic: AI support for ingame spawnpoint selection
- Replies: 9
- Views: 1402
- 27 Aug 2007, 09:35
- Forum: Feature Requests
- Topic: AI support for ingame spawnpoint selection
- Replies: 9
- Views: 1402
Host starts game with pick starts game loads host does: .cheat (starts cheat mode) .team # (computer team) (pick start) (repeat .team with each player) .team 0 (host player team) .cheat (turn cheat mode off) (click ready) (play) :wink: That'll be a great holdover for when I'm playing with trustwort...
- 27 Aug 2007, 04:49
- Forum: Game Development
- Topic: Tower Defense thread.
- Replies: 534
- Views: 82953
- 27 Aug 2007, 04:36
- Forum: Feature Requests
- Topic: AI support for ingame spawnpoint selection
- Replies: 9
- Views: 1402
AI support for ingame spawnpoint selection
This doesn't have to be particulariliy advanced. Just choosing something near a metal patch within the host-defined spawn box would suffice. Me and my friends frequently play team vs. bots, and it's extremely aggrivating to have to restart the game constantly until random start positions get everybo...