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by Ralith
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.
by Ralith
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.
by Ralith
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
by Ralith
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.
by Ralith
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...
by Ralith
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.
by Ralith
26 May 2008, 09:31
Forum: Engine
Topic: Help porting to FreeBSD?
Replies: 16
Views: 2477

Re: Help porting to FreeBSD?

Dragon45 wrote:BSD is black magicz

its a historically important OS that's not supported by most popular things.
BSD is a long dead piece of history. FreeBSD is a very much alive and well supported modern unix.
by Ralith
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 ...
by Ralith
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...
by Ralith
15 May 2008, 05:17
Forum: Engine
Topic: Help porting to FreeBSD?
Replies: 16
Views: 2477

Re: Help porting to FreeBSD?

by Ralith
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...
by Ralith
30 Aug 2007, 02:43
Forum: Engine
Topic: why can't tanks drive backwards and bots walk backwards?
Replies: 23
Views: 2408

I would imagine that 'backwards' would be fairly easy on the pathfinding system; just have it be another 'forwards,' except in a different direction. Some intelligent code to pick which one is most appropriate to use at what time, and you're good.
by Ralith
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...
by Ralith
30 Aug 2007, 02:05
Forum: Feature Requests
Topic: Forming alliances in-game + seeing a list of alliances
Replies: 56
Views: 10166

Artificial restrictions like that would only anger people. In practice, the prestige gained from beating (or even challenging) a large number of opponents with a smaller alliance, or even solo, matters more to people than some artificial 'win' condition. By your logic, we should have world peace.
by Ralith
30 Aug 2007, 02:01
Forum: Feature Requests
Topic: Mod directory structure redefinition
Replies: 2
Views: 657

Sounds like an improvement to me.
by Ralith
30 Aug 2007, 01:59
Forum: Feature Requests
Topic: AI support for ingame spawnpoint selection
Replies: 9
Views: 1402

That's great, but what about multiplayer, and what about allowing the AIs to choose their own locations?
by Ralith
27 Aug 2007, 11:50
Forum: Feature Requests
Topic: AI support for ingame spawnpoint selection
Replies: 9
Views: 1402

AF wrote:This is not somethign AI devs have just 'left out'

AI developers have no way of implementing this AI side as AIs arent even created till the game starts after the positions are all set.
Which is why I posted this here, instead of another section more appropriate for AI development.
by Ralith
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...
by Ralith
27 Aug 2007, 04:49
Forum: Game Development
Topic: Tower Defense thread.
Replies: 534
Views: 82953

This is looking really cool and high quality. Good luck!
by Ralith
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...

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