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by Beherith
02 Aug 2022, 13:42
Forum: General Discussion
Topic: Current BA energy/metal stats
Replies: 4
Views: 291

Re: Current BA energy/metal stats

1. I don't want to host OTA content.
2. Its outdated by a decade.
3. Regenerate up-to-date version and host your own. The code to do so is available on this forum.
by Beherith
18 Jul 2022, 08:39
Forum: Lua Scripts
Topic: Automatically reloading GLSL shaders when coding widgets
Replies: 2
Views: 212

Re: Automatically reloading GLSL shaders when coding widgets

Ok, that is honestly much better than what I'm doing, with major difference that mine doesnt reload the widget, _only_ the shader code, and it only replaces the existing shader if the compilation succeeded.
by Beherith
09 Jun 2022, 14:36
Forum: Map Tutorials & Resources
Topic: PyMapConv
Replies: 25
Views: 16309

Re: PyMapConv

Version 4.0 is out, with up to 10x improvement in speed! - Multithreaded compilation is now super fast (windows only) - Add mapnormals, splatdistribution, and specular map dds compressors via nvtt_export.exe in a separate process (windows only) - Also generate minimap preview jpg, and thumbnail png ...
by Beherith
01 Jun 2022, 08:30
Forum: Lua Scripts
Topic: Automatically reloading GLSL shaders when coding widgets
Replies: 2
Views: 212

Automatically reloading GLSL shaders when coding widgets

Wouldnt it be nice if a widget would automatically detect changes to the code of a widget, recompile it and apply it upon success? This code checks the shader sources every 0.25s, and tries to recompile it. So you can have Spring open in one window, your editor in the next, and just have to hit save...
by Beherith
23 May 2022, 21:37
Forum: AI
Topic: Unsynced Lua AI
Replies: 0
Views: 170

Unsynced Lua AI

I think that there may be an advantage running a Lua AI on the unsynced side, so that in theory, only one person's CPU has to do calculations, and could maybe even leverage compute shaders. This obviously comes at the cost of having to send commands over the network. Im wondering what kind of API or...
by Beherith
26 Apr 2022, 07:40
Forum: AI
Topic: Headless for quick AI match
Replies: 5
Views: 418

Re: Headless for quick AI match

Ah yes, pandaro is right, that is the correct way :)
by Beherith
25 Apr 2022, 17:01
Forum: AI
Topic: Headless for quick AI match
Replies: 5
Views: 418

Re: Headless for quick AI match

You probably need to use a widget to do this.
by Beherith
14 Apr 2022, 11:24
Forum: Lua Scripts
Topic: VertexArray
Replies: 2
Views: 338

Re: VertexArray

Depends on which engine version you want to use.
by Beherith
06 Apr 2022, 17:27
Forum: General Discussion
Topic: Feesablity of Spring as a engine for original games
Replies: 7
Views: 877

Re: Feesablity of Spring as a engine for original games

Absolutely, many of us wouldnt be using it if it werent. It is best suited to RTS type games, as the name implies.
by Beherith
25 Mar 2022, 22:32
Forum: Infrastructure Development
Topic: Ban User from Spring (not just Servers)
Replies: 1
Views: 699

Re: Ban User from Spring (not just Servers)

You can PM me with further details of this issue here, or in the lobby, or on discord.
by Beherith
21 Mar 2022, 16:01
Forum: General Discussion
Topic: SpringRTS server?
Replies: 1
Views: 716

Re: SpringRTS server?

Yes, its only rebooting if there are security updates to be installed, which is quite sensible, and doesnt impact games in progress.

SpringRTS also hosts quite a few great games on its official lobby.
by Beherith
01 Mar 2022, 13:23
Forum: Game Development
Topic: How to write a new widget:... callin?
Replies: 2
Views: 521

Re: How to write a new widget:... callin?

Thanks Silentwings, that is very good info for a gadget-side engine one. Ive written a similar callin into barspring for AllowUnitCaptureStep() . But I needed a purely Lua widget-side one: Watch The Fort and Sprung/Sprunk assisted me in this one: Beyond-All-Reason.sdd\luaui\barwidgets.lua 174: 'Lang...
by Beherith
27 Feb 2022, 21:44
Forum: Game Development
Topic: How to write a new widget:... callin?
Replies: 2
Views: 521

How to write a new widget:... callin?

I have a widget that does a bit of management of what units are visible at any given time. This is just a few hundred lines of code, that check wether they are truly drawn, and tracks them incrementally. I would like this widget to implement a few new widget:VisibleUnitAdd, widget:VisibleUnitRemove,...
by Beherith
12 Feb 2022, 12:46
Forum: Map Releases
Topic: Nine Metal Islands V1
Replies: 0
Views: 597

Nine Metal Islands V1

A huge, 32x32 metal map. Metal extraction is 2.0 on the isles, 1.0 in the sea. Tidal 15, Wind 5-25. Only 80 MB ;) Has dry/acidic mapoption too. https://springrts.com/phpbb/download/file.php?mode=view&id=11690 https://springrts.com/phpbb/download/file.php?mode=view&id=11689 https://springfile...
by Beherith
12 Feb 2022, 12:42
Forum: Map Releases
Topic: Krakatoa V1
Replies: 0
Views: 306

Krakatoa V1

A nice big 28x28 up to 16-way FFA map for your enjoyment. GL HF!

Image

Image

https://springfiles.springrts.com/?type ... cebb98881f
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: 932

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: 1530

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

The new engines are x64, that naturally consumes more ram :)

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