Search found 185 matches
- 10 Dec 2012, 00:40
- Forum: Help & Bugs
- Topic: Tree Problems
- Replies: 4
- Views: 803
Re: Tree Problems
this guy fixed it by turning off 3d Trees http://springrts.com/phpbb/viewtopic.php?f=11&t=27270&p=507176&hilit=+tree+drawer+#p507176 The only difference is that that guy had a GeForce 9500, while SloshedEvilOven has Intel GMA 965/963, which IIRC is no longer supported, generally Intel g...
- 09 Dec 2012, 19:56
- Forum: Engine
- Topic: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
- Replies: 41
- Views: 5876
Re: Engine Testing - 3. Dec 2012 (91.0.1-566-g3bf8eb3)
Will this: http://springrts.com/mantis/view.php?id=3356 end up being fixed or are the new larger automatically generated colvols here to stay? BA uses a gadget for CV scaling. It seems that LUA unit defs have a bug/new feature in dev build, so that if you don't supply the model extension in objectn...
- 16 Nov 2012, 21:24
- Forum: Engine
- Topic: [Request] Feedback on multithreaded simulation
- Replies: 66
- Views: 7084
Re: [Request] Feedback on multithreaded simulation
[f=0000000] [Threading] Multithreading is disabled because the game or system appears incompatible [f=0000000] [Threading] MultiThreadCount > 1 in the settings will forcefully enable multithreading huh? what does that mean? what is incompatible? In your /gamedata/modrules.lua there's a "system...
- 12 Nov 2012, 23:12
- Forum: Engine
- Topic: [Request] Feedback on multithreaded simulation
- Replies: 66
- Views: 7084
Re: [Request] Feedback on multithreaded simulation
Some crash reports, this time I used http://springrts.com/dl/buildbot/defaul ... ortable.7z
http://pastebin.com/iLRHjLmG
http://pastebin.com/4k3Qi2FU
http://pastebin.com/iLRHjLmG
http://pastebin.com/4k3Qi2FU
- 02 Nov 2012, 01:00
- Forum: Engine
- Topic: [Request] Feedback on multithreaded simulation
- Replies: 66
- Views: 7084
Re: [Request] Feedback on multithreaded simulation
Didn't think it was that important, but here it goes.zerver wrote:Infolog please!Deadnight Warrior wrote:Also, having SimThreadCount=0 and running MT exe causes a crash, setting that value to the number of CPU cores fixed it.
- 30 Oct 2012, 10:44
- Forum: Engine
- Topic: [Request] Feedback on multithreaded simulation
- Replies: 66
- Views: 7084
Re: [Request] Feedback on multithreaded simulation
[f=0000000] Error: Spring: OpenGL content Couldn't create an offscreen GL context: wglCreateContextAttribsARB failed! Nice! It looks like a loadscreen crash, check if it helps with: LoadingMT = 0 I had the same crash. Then used both LoadingMT=0 and MultiThreadShareLists=0 and it worked. Will try wi...
- 05 Oct 2012, 21:32
- Forum: Game Development
- Topic: broken myGravity tag?
- Replies: 3
- Views: 527
Re: broken myGravity tag?
You should modify that tag in unison with weaponVelocity, as too slow projectiles can't reach max range with high gravity, making you think that the weapon is broken.
Also, average map gravity is 100-120 when looked from lobby, but that's actually 0.1-0.12 in engine.
Also, average map gravity is 100-120 when looked from lobby, but that's actually 0.1-0.12 in engine.
- 15 Aug 2012, 20:46
- Forum: Game Development
- Topic: How to turn a unit off with bos?
- Replies: 6
- Views: 1249
Re: How to turn a unit off with bos?
Edit the unitdef to have onoffable=0; actvatewhenbuild=1; and it will be fine, no extra buttons, and the ACTIVATION will be set according to TechLost and TechGranted calls. The unit script is OK, but I'd remove some redundant code . It could be that the gadget doesn't call those functions when a uni...
- 09 Aug 2012, 13:36
- Forum: Engine
- Topic: Beamlasers need to be fixed
- Replies: 15
- Views: 1508
Re: Beamlasers need to be fixed
The problem arises from aiming being done on every slow update, thus you can't adjust turret heading towards target more often than that. While move orders to units can be given at any game frame, thus unit can begin turning right after it locked onto a target in the same game frame. So the next 15/...
- 09 Aug 2012, 13:16
- Forum: Balanced Annihilation
- Topic: Brainstorm - How to mitigate the effect of cheap scout spam
- Replies: 66
- Views: 11329
Re: Brainstorm - How to mitigate the effect of cheap scout s
There is an interesting way to counter both scout spam and reduce CPU usage at the same time. It's called unit-unit collision damage. I first tried it in XTA, the idea was to have cannon shell explosion impulse crash small units into another if traveling in groups, and take damage from mutual crashi...
Re: 88 or 89?
I don't know why ZK is using Spring 88.0, but as of XTA 9.725, it's fully Spring 89.0 compatible, and stuff only compatible with 89.0 is (as stated in the changelog) Updated Dynamic Collision Volume gadget for better map feature and unit CV and radius scaling (some maps have incorrect feature collis...
- 16 Jul 2012, 15:39
- Forum: Balanced Annihilation
- Topic: BA relevant info about Spring 89
- Replies: 28
- Views: 8358
Re: BA relevant info about Spring 89
The sound bug is a matter of a simple weaponDefs_post.lua, I've put one into BAR, but it seems that no dev looked at it or copied it to BA. You need to set all beam lasers to have soundTrigger=1, soundhitdry="", soundhitwet="", in order to replicate Spring <=88.0 sound behaviour.
- 08 Jul 2012, 00:03
- Forum: Game Development
- Topic: Water wakes
- Replies: 18
- Views: 2328
Re: Water wakes
The wake.tga is present in spring/base/spring/bitmaps.sdz so you don't need to add it to your project.Tiberium wrote:wake.tga - Placed in bitmaps/gpl
wake='GPL/wake.png', added to resources - had to add this as i built on the tutorial game.
- 30 Jun 2012, 15:04
- Forum: Game Development
- Topic: Questions about mostly unitdefines help appreciated!
- Replies: 10
- Views: 1942
Re: Questions about mostly unitdefines help appreciated!
switching models to models textured in snow if the map is snowy Since you know before gamestart that the map will be snowy (unless you want dynamic weather but then this all gets very complex) you can swap the models before gamestart. You can have a file gamedate\unitdefs_post.lua and that is run w...
- 11 Jun 2012, 11:10
- Forum: Engine
- Topic: Engine Testing - 29. May 2012 (88.0.1-264-g89ee3b2)
- Replies: 57
- Views: 10595
Re: Engine Testing - 29. May 2012 (88.0.1-264-g89ee3b2)
I haven't noticed this commit till today: https://github.com/spring/spring/commit/79d236b7a95123e1f74ce2170bfe54bab536f434 The commit was never put in a changelog and it happend around 0.82.3 While the rationale behind it isn't questionable, since then there where many other performance improvements...
- 06 Jun 2012, 20:14
- Forum: Engine
- Topic: Engine Testing - 29. May 2012 (88.0.1-264-g89ee3b2)
- Replies: 57
- Views: 10595
Re: Engine Testing - 29. May 2012 (88.0.1-264-g89ee3b2)
Dunno if someone mantised it, but QTPFS still fails at units getting stuck in factory. It happens only when unit's footprint is equal (I assume and larger than, but couldn't test it due to game design) to factory construction lane size and more often if the factory was built on rough terrain (that h...
- 30 May 2012, 16:50
- Forum: Engine
- Topic: Engine Testing - 29. May 2012 (88.0.1-264-g89ee3b2)
- Replies: 57
- Views: 10595
Re: Engine Testing - 29. May 2012 (88.0.1-264-g89ee3b2)
More specifically, SET MAX_SPEED from cob side only takes effect for one frame. After that they're free to move again. To see: grab spring1944.net/files/Build/S44v159_PreMorgenroteTRI.sdz and any map, plug it into 88+. /cheat /give germg42 /give 10 gerhqengineer. From my experience it takes effect ...
- 28 May 2012, 21:42
- Forum: Game Development
- Topic: SetUnitLineage call in Game spawn lua of BOTA mod
- Replies: 10
- Views: 1198
Re: SetUnitLineage call in Game spawn lua of BOTA mod
When in doubt look into SVN. XTA 9.71 has an outdated AreaOfEffect widget, but latest beta doesn't (at least I think it's fixed, as I have a local copy since some other less maintained games might have problems with this as well)
- 24 May 2012, 15:36
- Forum: Lua Scripts
- Topic: Attaching models onto units?
- Replies: 22
- Views: 3484
Re: Attaching models onto units?
smoth, did you mean the proof-of-concept game YAAG I showed you some time ago (which has customizable tanks/mechs using show/hide for weapon systems (3DO models, so no atlasing, though it's the only reasonable solution for S3O models) and LUA for adjusting other unit stats), or where you reffering t...
- 24 May 2012, 14:53
- Forum: Engine
- Topic: What do I need to build spring in windows 7
- Replies: 6
- Views: 958
Re: What do I need to build spring in windows 7
All the relevant info about Visual Studio is on the wiki . If you plan using VS2008, I update the project files every ~2 weeks so they should work (and vclibs for VS2008 when necessary), for VS2005 the project files and vclibs are regularly maintained by zerver. For VS2010 you must upgrade the proje...