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by Beherith
17 Jan 2022, 15:03
Forum: Lua Scripts
Topic: Debugging Lua: how to get a stack trace / dump on any point.
Replies: 5
Views: 206

Re: Debugging Lua: how to get a stack trace / dump on any point.

It seems that one cant use the 'debug' library from synced or unsynced gadget code, because it doesnt even get loaded into those lua environments. The engine has some references saying that the debug library is not sync safe. Besides being able to set upvalues and locals from other scopes, is there ...
by Beherith
16 Jan 2022, 20:56
Forum: Engine
Topic: Notes about performance, 105.0 vs 106.0 vs bar105 engines
Replies: 8
Views: 357

Re: Notes about performance, 105.0 vs 106.0 vs bar105 engines

The new engines are x64, that naturally consumes more ram :)
by Beherith
16 Jan 2022, 15:41
Forum: Engine
Topic: Notes about performance, 105.0 vs 106.0 vs bar105 engines
Replies: 8
Views: 357

Re: Notes about performance, 105.0 vs 106.0 vs bar105 engines

Did you run it with /luaui disable, out of curiosity?
by Beherith
16 Jan 2022, 10:09
Forum: Lua Scripts
Topic: Debugging Lua: how to get a stack trace / dump on any point.
Replies: 5
Views: 206

Re: Debugging Lua: how to get a stack trace / dump on any point.

I have added it to Chobby's Spring.Utilities.TraceFullEcho()

BAR has it as Spring.Debug.TraceFullEcho()

You can freely add it anywhere :)
by Beherith
12 Jan 2022, 15:15
Forum: News
Topic: Spring 106.0 released - OpenGL 4!
Replies: 4
Views: 735

Re: Spring 106.0 released - OpenGL 4!

Thank you for releasing and maintaining the repo! And good luck to all with the gl4 transition, its not easy, but the perf gains for most things is immense and make it worth doing!
by Beherith
12 Jan 2022, 09:29
Forum: Lua Scripts
Topic: Debugging Lua: how to get a stack trace / dump on any point.
Replies: 5
Views: 206

Debugging Lua: how to get a stack trace / dump on any point.

So, after much thought and suffering, I have thrown together a function which does some extremely useful things: Call it at any point, and it will give you the name of each function on the stack (up to maxdepth), and arguments and first maxwidth local variables of that function, and if any of the va...
by Beherith
07 Jan 2022, 10:41
Forum: Community Blog
Topic: [misc] maintenance of springrts.com this thursday (2022.01.06)
Replies: 9
Views: 727

Re: [misc] maintenance of springrts.com this thursday (2022.01.06)

There was some outage last night CET around 11-2am, though you probably know about it :) Thanks!
by Beherith
06 Jan 2022, 10:33
Forum: Community Blog
Topic: [misc] maintenance of springrts.com this thursday (2022.01.06)
Replies: 9
Views: 727

Re: [misc] maintenance of springrts.com this thursday (2022.01.06)

Cool! I see that buildbot is uploading engines to Springfiles too :D YAY!
by Beherith
05 Jan 2022, 23:30
Forum: Map Releases
Topic: Riverrun_V1
Replies: 4
Views: 241

Re: Riverrun_V1

Thanks guys, it actually plays very well and was much better received by the community than i expected. Regarding the more fragmented metal spot s, i didn't even think of that yet, by there is a single slider i have to adjust in world machine to control distortion level of metal spot appearance!
by Beherith
05 Jan 2022, 23:23
Forum: Community Blog
Topic: [misc] maintenance of springrts.com this thursday (2022.01.06)
Replies: 9
Views: 727

Re: [misc] maintenance of springrts.com this thursday (2022.01.06)

Thank you for the heads up and the maintenance!
by Beherith
30 Dec 2021, 13:26
Forum: Map Releases
Topic: Riverrun_V1
Replies: 4
Views: 241

Riverrun_V1

New christmas map, 24x24, plenty of 1.6 value mexes everywhere, quite open but still offers strategic positions. All units except fleas can pass rivers. Pure world machine, source included! https://springfiles.springrts.com/?type=2&filter=6adcd96e7674e04168b44f68579901bd https://springrts.com/ph...
by Beherith
10 Dec 2021, 18:44
Forum: Game Development
Topic: LuaGadgets for discrete income economy ? (I think Gundam had?)
Replies: 7
Views: 648

Re: LuaGadgets for discrete income economy ? (I think Gundam had?)

You could make everything cost 0, and just tie the start of construction to allowcommand, would probably be less hacky than paralyze, and youd get all the advantages of stuff under construction
by Beherith
25 Nov 2021, 21:02
Forum: Feature Requests
Topic: AllowFeatureBuildStep() called when wreck is resurrected
Replies: 1
Views: 1299

Re: AllowFeatureBuildStep() called when wreck is resurrected

For anyone else finding this, yes, it now does get called on resurrect, with small positive step.
by Beherith
12 Nov 2021, 12:28
Forum: Ingame Community
Topic: another botflag required please
Replies: 6
Views: 1265

Re: another botflag required please

Set. HF!
by Beherith
08 Nov 2021, 09:14
Forum: Ingame Community
Topic: another botflag required please
Replies: 6
Views: 1265

Re: another botflag required please

Exact account names please :)
by Beherith
21 Oct 2021, 17:13
Forum: Engine
Topic: Help finding the BumpWater Tiles Generator PHP Script
Replies: 2
Views: 1240

Re: Help finding the BumpWater Tiles Generator PHP Script

Here is a very exagerated example for numtiles = 4
by Beherith
21 Oct 2021, 14:33
Forum: Engine
Topic: Help finding the BumpWater Tiles Generator PHP Script
Replies: 2
Views: 1240

Re: Help finding the BumpWater Tiles Generator PHP Script

Despite my investigations, I was not able to decipher the order in which tiles are displayed, and it was proving exceedingly difficult to create a normal map that tiles arbitrarily in subtiles, but also has additional variations, so the next best thing is the following: 1. Use a bumpmap that is tile...
by Beherith
17 Oct 2021, 10:31
Forum: Engine
Topic: Help finding the BumpWater Tiles Generator PHP Script
Replies: 2
Views: 1240

Help finding the BumpWater Tiles Generator PHP Script

The normal map for it is somehow cleverly tiled (base/bitmaps/waterbump.png), and the tiles are modulated, but I'm having trouble figuring out what kind of edge blending could have been used to generate it. There are some odd references in some documentation about a php script used to generate the t...

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