well how about that. I see it.
Thanks!!
Search found 13 matches
- 02 Oct 2013, 14:23
- Forum: General Discussion
- Topic: alternate maps / games folder
- Replies: 10
- Views: 1848
- 30 Sep 2013, 17:37
- Forum: General Discussion
- Topic: alternate maps / games folder
- Replies: 10
- Views: 1848
Re: alternate maps / games folder
yes, less work. I am glad to know of such techniques however. I found .springrc by manually going through all directories even before I saw SinbadEv's reply. I figured 'spring' in the filename was a good thing. Also, the real directory name I am pointing to contains spaces, as I'd created it in Wind...
- 30 Sep 2013, 16:49
- Forum: General Discussion
- Topic: alternate maps / games folder
- Replies: 10
- Views: 1848
Re: alternate maps / games folder
That should be enough info. Currently I'm running Fedora, it installed Spring and I have no idea where the .cfg file is. I'll google it.
Dansan, thank you for your example. As I learn Linux I will know better how to replicate what you mean.
Thanks both!
Dansan, thank you for your example. As I learn Linux I will know better how to replicate what you mean.
Thanks both!
- 30 Sep 2013, 15:54
- Forum: General Discussion
- Topic: alternate maps / games folder
- Replies: 10
- Views: 1848
Re: alternate maps / games folder
thank you both. "SpringData" sounds like what I am after at this point.
I tried Springlobby.conf and Springsettings.conf, to no avail.
Do I put it like this?
I tried Springlobby.conf and Springsettings.conf, to no avail.
Do I put it like this?
Code: Select all
[Spring/Paths/default]
UnitSyncPath=/usr/lib64/libunitsync.so
SpringData=/run/media/crex/Progs/JD/spring/
- 30 Sep 2013, 13:59
- Forum: General Discussion
- Topic: alternate maps / games folder
- Replies: 10
- Views: 1848
alternate maps / games folder
I've recently been running Linux, coming from Win7 Using 4 flavors of Linux: Fedora, Sabayon 13.08, Sabayon 13.04 (nicer to cpu in beginning of a spring game), and Sabayon 13.04 Live Is there a way I can point spring to a unified maps / games location? like this: /spring_/ <--- this folder /maps /ga...
- 06 May 2013, 14:13
- Forum: General Discussion
- Topic: high ping
- Replies: 8
- Views: 1584
Re: high ping
thanks! I like kaik because it seems cpu friendly. AAI is too, but even after 30 games, it's newb
- 05 May 2013, 11:52
- Forum: General Discussion
- Topic: high ping
- Replies: 8
- Views: 1584
- 30 Apr 2013, 20:30
- Forum: General Discussion
- Topic: high ping
- Replies: 8
- Views: 1584
Re: high ping
thanks. I think I will. 32 bits isn't helping as much as i thought
- 30 Apr 2013, 14:36
- Forum: General Discussion
- Topic: high ping
- Replies: 8
- Views: 1584
Re: high ping
switched to Win7 32 and I don't have the problem. It was indeed a memory issue.
- 30 Apr 2013, 11:00
- Forum: General Discussion
- Topic: high ping
- Replies: 8
- Views: 1584
high ping
Hi. usually about 20 minutes in a game (single or w/ players) I start getting a 4 digit ping. I've watched it hit 400K. I've run safe mode and turned off loads of widgets with little success. I've closed other apps. Is there a way to turn off demo recording? Dual core Athlon X2 64 1.9Ghz 2G/512M sha...
- 16 Jul 2012, 03:50
- Forum: Feature Requests
- Topic: build queue by default
- Replies: 0
- Views: 848
build queue by default
In spring settings, it'd be great to have an option where you could place structures in queue by default, without having to hold shift.
In this, shift would be used to break queue instead.
In this, shift would be used to break queue instead.
- 12 Dec 2009, 21:19
- Forum: Feature Requests
- Topic: play-time command inheritance
- Replies: 7
- Views: 1320
Re: play-time command inheritance
ok i will have a look
- 11 Dec 2009, 02:32
- Forum: Feature Requests
- Topic: play-time command inheritance
- Replies: 7
- Views: 1320
play-time command inheritance
an idea to reduce micro management.
have a filter for commands and constructions for any unit being guarded
say i order a construction somewhere, the capable guard unit(s) go to work
it would also be convenient if the units return to guard status once they are finished, which could be an option
have a filter for commands and constructions for any unit being guarded
say i order a construction somewhere, the capable guard unit(s) go to work
it would also be convenient if the units return to guard status once they are finished, which could be an option