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 Its outdated by a decade.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.
Search found 4979 matches
- 02 Aug 2022, 13:42
- Forum: General Discussion
- Topic: Current BA energy/metal stats
- Replies: 4
- Views: 291
- 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.
- 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 ...
- 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...
- 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...
- 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 :)
- 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.
- 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.
- 07 Apr 2022, 08:29
- Forum: General Discussion
- Topic: Feesablity of Spring as a engine for original games
- Replies: 7
- Views: 877
- 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.
- 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.
- 21 Mar 2022, 16:03
- Forum: Game Development
- Topic: SetFeatureRotation and SetFeatureResources don't seem to be working
- Replies: 1
- Views: 669
Re: SetFeatureRotation and SetFeatureResources don't seem to be working
See: https://github.com/beyond-all-reason/Be ... eller.lua
Also note the amount of changes regarding this exact behaviour :D
Also note the amount of changes regarding this exact behaviour :D
- 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.
SpringRTS also hosts quite a few great games on its official lobby.
- 15 Mar 2022, 01:00
- Forum: Community Blog
- Topic: [misc] automatic reboots of springrts.com at 10 am GMT+1 (when needed)
- Replies: 1
- Views: 5019
Re: [misc] automatic reboots of springrts.com at 10 am GMT+1 (when needed)
Thanks for keeping it up to date and secure!
- 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...
- 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,...
- 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...
- 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!


https://springfiles.springrts.com/?type ... cebb98881f
https://springfiles.springrts.com/?type ... cebb98881f
- 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 ...
- 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 :)