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by Anarchid
22 Feb 2019, 15:25
Forum: Lua Scripts
Topic: Exporting Animations from Blender & Play them
Replies: 1
Views: 507

Re: Exporting Animations from Blender & Play them

Hi, At least the deer model you've linked uses Armature based animations. This is not supported by blender2lus, because it isn't really supported by Spring due to a bunch of reasons: - There's no skinning shader for Spring, so there's no need to use skeletons - The axis mapping in Blender gets a bit...
by Anarchid
08 Feb 2019, 12:48
Forum: AI
Topic: Looking to start a C# AI - Approaches?
Replies: 58
Views: 8253

Re: Looking to start a C# AI - Approaches?

That is cool, but engine AIs simply crash the engine and newbies really love that. Incorrect. At least the Java AI's crash themselves and then sit around braindead without segfaulting the game. Neither are LuaAI's guaranteed to not crash the game, historically quite a lot of crash bugs were accessi...
by Anarchid
14 Jan 2019, 12:16
Forum: General Discussion
Topic: Mars Total Warfare - Spring similarities
Replies: 18
Views: 1523

Re: Mars Total Warfare - Spring similarities

Maybe our current lack of players is due to insufficient advertising after all...hmm.... To an extent yes, but nothing about this game's debut is really supporting that conclusion. Compare: XIrcfkp.png esPELC4.png It manages to fare better than Evo though. But this is also the peak of its height fo...
by Anarchid
18 Dec 2018, 15:30
Forum: AI
Topic: Looking to start a C# AI - Approaches?
Replies: 58
Views: 8253

Re: Looking to start a C# AI - Approaches?

Lua AI's are horrible for any serious AI project. - They very often will cheat inadvertently; it takes huge effort to make them not cheat - They run in sync on every machine, and will lag the game for everyone, not just their host - They run in Lua, which means that you can't use any fancy libraries...
by Anarchid
18 Dec 2018, 15:26
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 4217

Re: Physically Based Rendering

I know i've seen that parallax before, but that parallax is awesome. I hear rumors of a map shader; a working parallax would be great there (as opposed to the current lsd trip that vanilla spring has)
by Anarchid
07 Nov 2018, 22:33
Forum: Lua Scripts
Topic: Enhanced Damage Dealt Counter gadget
Replies: 10
Views: 1379

Re: Enhanced Damage Dealt Counter gadget

I had similar thoughts when implementing Attrition Counter for ZK. Except ZK also has indirect kills by gravity weapons (immediate cause: collision with ground ir other units), and terraforming (that can be used to bury units in lava on some maps), so even this recursive kill attribution wouldn't wo...
by Anarchid
05 Nov 2018, 12:42
Forum: Ludum Dare
Topic: LD43
Replies: 20
Views: 2040

Re: LD43

It has to be the one weekend in november that i'm not available :<
by Anarchid
09 Oct 2018, 23:59
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 47
Views: 5835

Re: Random WIP 2018

Eye is a static piece of texture, but the whole thing should have that "tree" shader which makes it do small unnerving movements with every bit of skin
by Anarchid
09 Oct 2018, 22:42
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 47
Views: 5835

Re: Random WIP 2018

On the right: ancient-breed ZK Chicken Defense Tube On the left: unidentified alarming lifeform!? Heavy defense? Chicken nuke?! Now you know why you fear the night. https://springrts.com/phpbb/download/file.php?mode=view&id=10509&sid=33753bc15bded3f76b6a03fe7eb6f3c5 P.S. I know you like animations
by Anarchid
03 Oct 2018, 14:07
Forum: Off Topic Discussion
Topic: not dead..
Replies: 14
Views: 5540

Re: not dead..

That was a nice homecoming forum-wipe :P
by Anarchid
28 Sep 2018, 12:41
Forum: General Discussion
Topic: Request: rename #moddev to #gamedev
Replies: 23
Views: 2068

Re: Request: rename #moddev to #gamedev

#gamedev on discord is quite healthy, so maybe instead of renaming moddev straight to gamedev, first get rid of moddev, then make a new #gamedev.

Code: Select all

mv "#moddev" "#weed_and_lidl"
sleep 1 week
mv "#weed_and_lidl" "#trash"
sleep 1 day
rm "#trash"
touch "#gamedev"
by Anarchid
23 Aug 2018, 18:12
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 47
Views: 5835

Re: Random WIP 2018

Carriers are such an overused trope
Image
by Anarchid
06 Aug 2018, 15:16
Forum: Ludum Dare
Topic: Ludum Dare 42
Replies: 30
Views: 2970

Re: Ludum Dare 42

I'd do some artsy stuff for Saturday daytime and Sunday.
by Anarchid
25 Jul 2018, 14:58
Forum: General Discussion
Topic: Common accounts for the entire spring ecosystem?
Replies: 18
Views: 2152

Re: Common accounts for the entire spring ecosystem?

Aha, yes, it was the case. Matrix requires it to be all lowercase, which is strange since i'm pretty sure i'm uppercase in lobby.
by Anarchid
25 Jul 2018, 14:01
Forum: General Discussion
Topic: Common accounts for the entire spring ecosystem?
Replies: 18
Views: 2152

Re: Common accounts for the entire spring ecosystem?

Anarchid should be fine. Its the same login as on the replays site, so maybe try https://replays.springrts.com/login/ and check if your password is correct. My login/password pair for the lobby works both on the irc bridge and on the replays site, but not on [matrix]. Just choose the blue pill :rol...
by Anarchid
25 Jul 2018, 13:11
Forum: General Discussion
Topic: Common accounts for the entire spring ecosystem?
Replies: 18
Views: 2152

Re: Common accounts for the entire spring ecosystem?

I tried to login into the [matrix] using my lobby and forum credentials, to no avail. What am i doing wrong? Lobby credentials respond with this: User ID can only contain characters a-z, 0-9, or '=_-./' (M_INVALID_USERNAME) And site credentials give me this: Incorrect username or password. This happ...
by Anarchid
25 Jul 2018, 12:19
Forum: Balanced Annihilation
Topic: An open letter/epitaph to BA and it's "community"
Replies: 12
Views: 2034

Re: An open letter/epitaph to BA and it's "community"

make annihilation balanced again
by Anarchid
13 Apr 2018, 12:59
Forum: Help & Bugs
Topic: PLZ HELP fix this behavior
Replies: 21
Views: 2566

Re: PLZ HELP fix this behavior

A massive improvement would be for this sliding behaviour to obey unit's maxVelocity constraint. Very often units will suddenly obtain momentary speeds that are much larger than what they are able to do when walking in a straight line. This is extremely jarring and i don't think it's required for th...
by Anarchid
06 Apr 2018, 10:35
Forum: Map Releases
Topic: Nuclear Winter v3
Replies: 9
Views: 1466

Re: Nuclear Winter v3

Ah. I was imprecise. Previously, the rivers had diffuse under them that was different. The difference doesnt need to be that big, but it feels wrong to have a snow texture under liquid water.
by Anarchid
05 Apr 2018, 16:27
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 2741

Re: Faking steep cliffs

I've been trying to do it for quite a long time, with varying and "promising" success. In the end, however, i stopped caring, for several reasons: - Back then features were impossible to make always visible, so zooming out caused terrain to disappear - Using units risked them turning into features -...

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