Search found 1390 matches
- 30 Apr 2020, 18:03
- Forum: Map Releases
- Topic: Violet Rampart
- Replies: 26
- Views: 4806
Re: Violet Rampart
I took the liberty of doing some minor fixes and improvements to this map: https://springfiles.com/spring/spring-maps/violet-rampart-0 - Added a ZK metal config - Added ZK startbox config - Blocked ZK terraform in the void - Marked mexes with crystal rings - Fixed metal raster generation when modopt...
- 30 Mar 2020, 17:23
- Forum: Art & Modelling
- Topic: Blender 2.80 s3o import
- Replies: 2
- Views: 4465
Re: Blender 2.80 s3o import
I opened an issue with your bug report here . Here's a response to that: I would say you are actually using an outdated version... Indeed, if you take a look of the failing line it is just a comment: https://github.com/sanguinariojoe/blender_s3o_import/blob/master/s3o_import.py#L64 Many things can f...
- 17 Jan 2020, 16:14
- Forum: AI
- Topic: Looking to start a C# AI - Approaches?
- Replies: 61
- Views: 19773
Re: Looking to start a C# AI - Approaches?
You don't need fancy ML or analysis libraries or threading to build a decent RTS AI for the games in this community, it just takes a little smarts Indeed, 768 MB of Lua mem pool should be enough for everyone. [sarcasm] | | Also here's an anecdote: - Circuit uses threading for drawing its threatmap ...
- 30 Oct 2019, 10:09
- Forum: Game Development
- Topic: lua sockets and dynamic content
- Replies: 5
- Views: 3029
Re: lua sockets and dynamic content
If a Lua AI ran unsynced however, it could run faster, store data on the filesystem, make network requests, and generally be far better. It can't do that atm though as LuaUI is limited to information accessible to the current player. It would need LuaAI as a separate unsynced LuaState. If you reall...
- 07 Aug 2019, 12:28
- Forum: Help & Bugs
- Topic: UPSPRING
- Replies: 7
- Views: 2491
Re: UPSPRING
I apologise if this is not a direct answer to your question, but. 1) Import model into Blender with this addon: https://github.com/sanguinariojoe/blender_s3o_import 2) Export model to <model>.dae 3) add a metafile called <model>.dae.lua in the same folder 4) specify textures in that file like this ....
- 06 Aug 2019, 13:03
- Forum: General Discussion
- Topic: Mars Total Warfare - Spring similarities
- Replies: 40
- Views: 28995
Re: Mars Total Warfare - Spring similarities
Interesting coincidence, but I highly doubt that it was anything but coincidental timing. When I remember though I thought it was kinda amusing. The actual paid DLC items were not removed, so my guess here is that the developer is attempting to cover up his tracks by removing his code from Steam. W...
- 22 Feb 2019, 15:25
- Forum: Lua Scripts
- Topic: Exporting Animations from Blender & Play them
- Replies: 1
- Views: 2229
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...
- 08 Feb 2019, 12:48
- Forum: AI
- Topic: Looking to start a C# AI - Approaches?
- Replies: 61
- Views: 19773
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...
- 14 Jan 2019, 12:16
- Forum: General Discussion
- Topic: Mars Total Warfare - Spring similarities
- Replies: 40
- Views: 28995
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...
- 18 Dec 2018, 15:30
- Forum: AI
- Topic: Looking to start a C# AI - Approaches?
- Replies: 61
- Views: 19773
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...
- 18 Dec 2018, 15:26
- Forum: Engine
- Topic: Physically Based Rendering
- Replies: 72
- Views: 19613
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)
- 07 Nov 2018, 22:33
- Forum: Lua Scripts
- Topic: Enhanced Damage Dealt Counter gadget
- Replies: 10
- Views: 4496
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...
- 05 Nov 2018, 12:42
- Forum: Ludum Dare
- Topic: LD43
- Replies: 20
- Views: 7487
Re: LD43
It has to be the one weekend in november that i'm not available :<
- 09 Oct 2018, 23:59
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 150
- Views: 43237
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
- 09 Oct 2018, 22:42
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 150
- Views: 43237
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 anim...
- 03 Oct 2018, 14:07
- Forum: Off Topic Discussion
- Topic: not dead..
- Replies: 14
- Views: 11738
Re: not dead..
That was a nice homecoming forum-wipe 

- 28 Sep 2018, 12:41
- Forum: General Discussion
- Topic: Request: rename #moddev to #gamedev
- Replies: 23
- Views: 4973
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. mv "#moddev" "#weed_and_lidl" sleep 1 week mv "#weed_and_lidl" "#trash" sleep 1 day rm "#trash" touch &q...
- 23 Aug 2018, 18:12
- Forum: Art & Modelling
- Topic: Random WIP 2018 / 19 / 20
- Replies: 150
- Views: 43237
Re: Random WIP 2018
Carriers are such an overused trope

- 06 Aug 2018, 15:16
- Forum: Ludum Dare
- Topic: Ludum Dare 42
- Replies: 30
- Views: 8603
Re: Ludum Dare 42
I'd do some artsy stuff for Saturday daytime and Sunday.
- 25 Jul 2018, 14:58
- Forum: General Discussion
- Topic: Common accounts for the entire spring ecosystem?
- Replies: 18
- Views: 4406
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.