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by snide
13 Nov 2006, 20:18
Forum: News
Topic: Plans for writing a new rts engine
Replies: 95
Views: 46695

I must say, this is the stupidest idea ever I don't see how you can judge it at all. I think the emotional side speaks too loud here. I mean, when you like something, you don't want it to vanish in oblivion. And yes , usually starting from scratch has a very high failure rate, since the hidden cost...
by snide
23 Oct 2006, 09:41
Forum: News
Topic: Plans for writing a new rts engine
Replies: 95
Views: 46695

My point is, OSS software is not commercial software; commercial software has deadlines and Bad Evil Management who can tell programmers " IHMO, that's exactly the difference between good OSS software and soon-to-be great OSS software. [ HURD anyone ? ] Producing software that has a little mor...
by snide
20 Oct 2006, 08:31
Forum: News
Topic: Plans for writing a new rts engine
Replies: 95
Views: 46695

Snipawolf wrote:Yeah, is there any way to keep people from spreading my game if I were to sell it?
That would depend on the external game, it's AFAIK not a feature that would be in the engine.
by snide
16 Aug 2005, 12:32
Forum: General Discussion
Topic: Low Spec Spring
Replies: 20
Views: 4546

next comes the guy with a p300 who want to run it in software mode. :roll: Dont reduce the enjoyment of everybody only to let some cheapscates with antique machines be able to run it. I certainly don't want to cut the "enjoyment of everybody" [ Hey ! i'm also in everybody :oops:], but why...
by snide
06 Aug 2005, 11:36
Forum: General Discussion
Topic: Low Spec Spring
Replies: 20
Views: 4546

Low Spec Spring

I have an old PC that has a i815 chipset inside. It doesn't seems to support "GL_ARB_texture_env_combine". But would it be possible to deactivate the usage of it ? I don't really care about eye candy, since i think that the main interest in Spring is the gameplay . I would be nice to lower...
by snide
25 Jul 2005, 22:28
Forum: Engine
Topic: Sourceforge CVS
Replies: 13
Views: 2208

most uptodate
Yup, it doesn't even compile :lol:
by snide
25 Jul 2005, 22:19
Forum: Engine
Topic: Sourceforge CVS
Replies: 13
Views: 2208

SF CVS is horridly slow :cry:
by snide
25 Jul 2005, 21:49
Forum: Engine
Topic: Sourceforge CVS
Replies: 13
Views: 2208

It would be nice if the purpose of the linux fork was to be integrated into the official thing. Just be portable, and hide all the non-portable stuff in a plateform layer.
by snide
25 Jul 2005, 21:36
Forum: Engine
Topic: Sourceforge CVS
Replies: 13
Views: 2208

BTW, which source should some pick from if some would like to help ?
I count 4 differents sources :
  • source package (0.51b1 right now)
  • SourceForge CVS (The official from SY's ?)
  • OpenSVN CSIE SVN (The first linux port)
  • lolut SVN (The second linux port)
by snide
19 Jul 2005, 23:03
Forum: Engine
Topic: HOWTO: debug taspring 0.40b2 source distribution
Replies: 43
Views: 8145

Check if you included both the Visual Toolkit include directories and the Plateform SDK include directories.
by snide
19 Jul 2005, 13:19
Forum: Engine
Topic: HOWTO: debug taspring 0.40b2 source distribution
Replies: 43
Views: 8145

I made a patch file, which makes it compile with C::B if someone is interested.

There is no sound support, and it still doesn't manage to compile the resources (.rc file)
by snide
18 Jul 2005, 17:29
Forum: Engine
Topic: HOWTO: debug taspring 0.40b2 source distribution
Replies: 43
Views: 8145

I almost managed to compile with C::B & VC++ Toolkit. I have a problem with dsound.h [ seems that i have to D/L the DirectX SDK :( ] that i bypassed with undefing USE_DSOUND. I still have many errors about not finding a good template for std::max() like : Builder.cpp(290) : error C2782: 'const _...
by snide
18 Jul 2005, 12:09
Forum: Engine
Topic: Questions about the architecture of TA:Spring
Replies: 5
Views: 1199

Ok. Thx a lot for all your answers !

Now, time to :

1. Get TA:Spring to compile
2. Understand how CGameServer and CNet works :idea:
3. Ask more questions :oops:
by snide
18 Jul 2005, 09:11
Forum: Engine
Topic: Questions about the architecture of TA:Spring
Replies: 5
Views: 1199

First, thx for the fast & accurate reply :-) 1. Ok, I see. Yeah, the 1000+ objets is actually a whole new world of gaming 8) but that triggers another question : how do you recover of a sync offset ? Can use the hardware accelerated float operation ? [ Since i always thought them as a non-IEEE i...
by snide
17 Jul 2005, 23:25
Forum: Engine
Topic: Questions about the architecture of TA:Spring
Replies: 5
Views: 1199

Questions about the architecture of TA:Spring

1. Sync vs UnSync The developpement guidelines assert that Spring runs synchronized on all computers. The common idiom in online gaming seems to have a server that does all the calculations, and then sending it to all the clients with a timestamp (like Quake). However since I'm from the IT side of ...
by snide
17 Jul 2005, 23:09
Forum: Engine
Topic: HOWTO: debug taspring 0.40b2 source distribution
Replies: 43
Views: 8145

Zaphod wrote:The free toolkit has a lot of missing headers
I think if you download the Windows Plateform SDK it should be ok.
by snide
17 Jul 2005, 15:32
Forum: Engine
Topic: HOWTO: debug taspring 0.40b2 source distribution
Replies: 43
Views: 8145

Actually, would it be possible to compile it under Code::Blocks + Microsoft Visual C++ Free Toolkit 2003, which are both freely available ?
by snide
15 Jul 2005, 12:11
Forum: General Discussion
Topic: Building on mountainsides
Replies: 56
Views: 7996

Why has the terrain to be terraformed ?

Just allow construction on unterraformed terrain (with respect to MaxSlope), and that way no more "mountains digging cheat".

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