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by xyz
29 Jan 2016, 19:40
Forum: Balanced Annihilation Reloaded
Topic: Status on BAR + repo links
Replies: 97
Views: 102767

Re: Status on BAR + repo links

Silentwings wrote:A release is an assurance from developers that something is ready for XYZ
Wait what? What needs to be ready for me?

P.S.: Sorry for the spam but I couldn't help it :)
by xyz
06 Jan 2015, 14:35
Forum: Engine
Topic: Engine Testing - 99.0-RC2
Replies: 15
Views: 6923

Re: Engine Testing - 99.0-RC2

First of all many thanks for the grate work. I have played a chicken defence game yesterdat and it turns out that all-terain vehicles "monstersr" are thrown into the air every time they try to climb a vertical wall. the map I used is this: 4_bases with the latest BA chicken defence mod. Se...
by xyz
08 Nov 2013, 22:23
Forum: News
Topic: Spring 95.0 released!
Replies: 86
Views: 42631

Re: Spring 95.0 released!

abma wrote:
@xyz:

did you try to change water mode? (/water in spring)
Spot on, it is the Dynamic water.
I was spectateing a game on DSD and everything was fine till the first commander exploded and then the corrupted rendering started. Switching to a different type of water fixed the issue.
by xyz
08 Nov 2013, 00:04
Forum: News
Topic: Spring 95.0 released!
Replies: 86
Views: 42631

Re: Spring 95.0 released!

Ok this is odd.
This is how it used to look: http://postimg.org/image/lbdxdzcnp/
After reinstalling 94 and running it, going back to 95 fixed the problem, but now path cache initialization lasts 40s-50s in 95. In 94 the entire load is no longer than 10s.
by xyz
07 Nov 2013, 15:23
Forum: News
Topic: Spring 95.0 released!
Replies: 86
Views: 42631

Re: Spring 95.0 released!

Silentwings wrote:xyz: Have you tried with the normal nvidia driver?
No not yet, but 94 build works fine, unless the drivers got updated last night.
I played the 94 build 2 days ago.
by xyz
07 Nov 2013, 14:27
Forum: News
Topic: Spring 95.0 released!
Replies: 86
Views: 42631

Re: Spring 95.0 released!

jamerlan wrote:xyz are you talking about /mapborder ?
I didn't do anything to enable/disable this feature. I just downloaded the static build and run it.
I don't think it is the map border as the two maps overlap, and when I scroll, the one on the top moves faster then the one on the bottom.
by xyz
07 Nov 2013, 13:38
Forum: News
Topic: Spring 95.0 released!
Replies: 86
Views: 42631

Re: Spring 95.0 released!

Grete job and thank you for all the hard work. I have tested the linux static built yesterday, and all my maps are rendered in doubles. I mean there is the primary map rendered and then offset-ed to the right and further back the second map is rendered. Also the KAI does not work. My os: Fedora 19 6...
by xyz
11 May 2013, 19:54
Forum: Lua Scripts
Topic: Spectator mode v1.7 (AKA "actionfinder")
Replies: 31
Views: 10402

Re: Spectator mode v1.6 (AKA "actionfinder")

Hello there. Since there is a server out there that has no restrictions on the number of spectators, I got a chance of putting in some more work on this widget. Change-log: 1. Moved all the external functions into local variables (performance) 2. In follow mode elevate the camera just a bit so one c...
by xyz
14 Feb 2013, 03:28
Forum: Engine
Topic: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)
Replies: 23
Views: 5062

Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

abma wrote:mt-sim?

1. 92.0 has been released
2. mt-sim is a feature branch by zerver. next time read the wiki page how to get the correct version.
Switched to Master, same problems. Also the flickering only happens at some certain zoom levels.
by xyz
13 Feb 2013, 03:20
Forum: Engine
Topic: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)
Replies: 23
Views: 5062

Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

And when trying a new game I got a segfault [f=0012723] -> Peewee is being attacked! [f=0016168] -> Rocko is being attacked! [f=0017618] -> Rocko is being attacked! [f=0019089] -> Construction Kbot is being attacked! [f=0019530] Error: Segmentation fault (SIGSEGV) in spring 92.0.1-11-g31cb0e7 develo...
by xyz
13 Feb 2013, 02:33
Forum: Engine
Topic: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)
Replies: 23
Views: 5062

Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

I am seeing some strange graphical glitches with the latest GIT code and running the MT build. Team color starts flickering at random points in game, and for random teams. This happens for spectators, I do not know if it will happen while playing. See the two attachments, the lab and solar panel cha...
by xyz
31 Jan 2013, 15:15
Forum: Engine
Topic: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
Replies: 39
Views: 6184

Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)

Hello, I've gave the static linux build a spin yesterday (me vs 1 ai), and so far it feels solid. 1 issue that I found: On a map with no water or water that is not dynamic or bump I get 250+ fps, but once I change the water to either dynamic or bump the fps drops to 45 for dynamic and around 80 for ...
by xyz
28 Jan 2013, 14:23
Forum: Engine
Topic: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
Replies: 41
Views: 5686

Re: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)

That looks like network bandwidth, does that mean that the AI is sending all its instructions using sockets?
by xyz
27 Jan 2013, 17:42
Forum: Engine
Topic: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
Replies: 41
Views: 5686

Re: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)

no matter what AI one chooses. The only mod I tried was BA 7.2, and the map does not matter. The Ai number also does not matter (a 1 vs 1 will have this problem as well as a 8 vs 8). Also note that you can reduce those limits, i.e increase maximum steady and peak bandwidth by modifying the settings...
by xyz
27 Jan 2013, 14:07
Forum: Engine
Topic: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
Replies: 41
Views: 5686

Re: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)

Great news, looks like the slowdowns have been fixed in master, I suspect the not too long ago commit to separate OMP from MT. And the purple stuff is also gone. The only thing I have noticed now are the AIs. A big AI vs AI game is no longer possible no matter what AI one chooses. The game runs fine...
by xyz
08 Dec 2012, 02:13
Forum: Engine
Topic: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
Replies: 41
Views: 5686

Re: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)

If my git skills are working "git checkout -b MTsim" then this branch has the same issues.
by xyz
07 Dec 2012, 18:23
Forum: Engine
Topic: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
Replies: 41
Views: 5686

Re: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)

I'm not 100% up to date wrt the status of MT in the develop branch due to lack of time. Does this one have the same problem? http://springrts.com/dl/buildbot/default/MTsim/91.0.1-426-g8ab8d75/spring_91.0.1-426-g8ab8d75.exe Hmm .exe what a "strange" extension, is this coming from this git ...
by xyz
06 Dec 2012, 02:15
Forum: Engine
Topic: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
Replies: 41
Views: 5686

Re: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)

Please post a screenshot to mantis, as tabula v4 works fine for me. Does the fps drop happen in multiplayer too, not just vs AI? here is how tabula looks for me: http://springrts.com/phpbb/download/file.php?id=7748 DSD renders ok though. The slowdowns only happen with the multi-thread build. the si...
by xyz
05 Dec 2012, 14:34
Forum: Engine
Topic: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
Replies: 41
Views: 5686

Re: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)

Gave this build a spin (Linux static build 64bit on a Fedora 18 beta) and found a few problems. First the map was glowing like crazy (Tabula v4 I can post a screen-shot when I get home) Secondly the small bushes were drown purple . The trees on the other head were ok. I did not try it with other map...
by xyz
18 Nov 2012, 14:25
Forum: Lua Scripts
Topic: Spectator mode v1.7 (AKA "actionfinder")
Replies: 31
Views: 10402

Re: Spectator mode v1.5 (AKA "actionfinder")

Long time no see! so lets see a new version. (Download in first post) It is not a big change i have just made the camera travel smoothly between close events, and instant jump between far apart events. For this transition effect to work make sure "smoothCamere" and "smoothScrolling&qu...

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