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by jK
19 Jul 2015, 23:01
Forum: Feature Requests
Topic: Make LUPS and CustomUnitShader Framework part of the engine?
Replies: 4
Views: 716

Re: Make LUPS and CustomUnitShader Framework part of the engine?

erm

that's why it was made a rapid module?
by jK
17 Jul 2015, 05:06
Forum: News
Topic: Spring 100.0 Released
Replies: 17
Views: 8360

Re: Spring 100.0 Released

Super Mario wrote:"MASSIVE speedup in lategame rendering (cutting rendertime upto 1.5-3 times!)"
What exactly have you done to achieve this? Did you guys did an overall parts of the engine?
By removing most std::map, std::list & std::set from rendering code.
by jK
09 Jul 2015, 17:43
Forum: Off Topic Discussion
Topic: Ha! Halting mantle suck it!
Replies: 8
Views: 642

Re: Ha! Halting mantle suck it!

Truth is: Vulkan is Mantle. The current non-pulic drafts are 90% Mantle headers, which are now cleaned up & improved by all other contributes. Giving the other vendors the chance to adjust the API to better reflect all hw and not just AMD ones. Never the less Vulkan/Mantle is a monster in code size ...
by jK
11 Jun 2015, 13:01
Forum: Engine
Topic: removing/adding unitdef tags vs callins
Replies: 17
Views: 1794

Re: miscellaneous aircraft-related improvements

As a rule, run-time configurable behavior is better than load-time configurable behavior. This is what you should have been told too, and if you weren't that would be an omission on the part of the reviewer(s). Wrong. Rules are: 1. Can I remove/merge tags? 2. Can I replace rarely used tags with lua...
by jK
29 May 2015, 01:18
Forum: Lobby Clients & Server
Topic: LobbyProtocol: when is gamehash sent to client?
Replies: 4
Views: 734

Re: LobbyProtocol: when is gamehash sent to client?

I don't understand your `question` Never the less, afaik the original implementation only know 1 hash (result of game + map hash) all splittings of those in the lobby protocol were added later. So all bogus stuff comes from that (instead of cleanly implementing an arbitrary data interface, ppl glued...
by jK
15 May 2015, 17:08
Forum: Infrastructure Development
Topic: Updating Mediawiki / Using default mediawiki template
Replies: 36
Views: 5407

Re: Updating Mediawiki / Using default mediawiki template

THEN DON'T DO IT ok, then shutdown the wiki because of security holes? or will someone else update it? 1. It was FORB, AF & YOU who wanted to switch to wordpress which is a security hole itself! 2. When longterm support runs out for a version, it means they will stop porting back security bugfixes ...
by jK
15 May 2015, 14:26
Forum: Infrastructure Development
Topic: Updating Mediawiki / Using default mediawiki template
Replies: 36
Views: 5407

Re: Updating Mediawiki / Using default mediawiki template

abma wrote:I don't have the time/knowledge to fix/update the template after the upgrade.
THEN DON'T DO IT

I am pissed this website regresses more and more just cause people who never contributed to the website mean they have to `upgrade` stuff and then are to lazy to reintergrate the old themes.
by jK
09 May 2015, 15:39
Forum: Off Topic Discussion
Topic: Serious pathing problems, clumping, units not obeying orders
Replies: 4
Views: 1234

Re: Serious pathing problems, clumping, units not obeying orders

they clump up -> checked!
they run in lines -> checked!
"they are in the rocks!" -> checked!
you have to count them afterwards -> checked!
by jK
04 May 2015, 08:07
Forum: Engine
Topic: develop/release branch
Replies: 5
Views: 764

Re: Engine Testing - 99.0-RC4

You were the one against `release` branches unstable / not working stuff always went into branches... if the development branch is broken, other devs can't continue their work! regardingless of that: the release branch was abandoned because it wasn't used probably and the releaser had to fix merge ...
by jK
03 May 2015, 22:29
Forum: Engine
Topic: develop/release branch
Replies: 5
Views: 764

Re: Engine Testing - 99.0-RC4

abma wrote:
jK wrote:could you please limit this thread to RC4, the latest weapon commits aren't finished yet ...
then please use a branch next time. the develop branch should be always in a releaseable state.
You were the one against `release` branches
by jK
03 May 2015, 22:14
Forum: Engine
Topic: Engine Testing - 99.0-RC4
Replies: 20
Views: 2698

Re: Engine Testing - 99.0-RC4

could you please limit this thread to RC4, the latest weapon commits aren't finished yet ...

Split out engine devs discussion of development/release branches to here viewtopic.php?f=12&t=33451. (Silentwings)
by jK
29 Apr 2015, 22:30
Forum: Lua Scripts
Topic: Optimizing LuaGL
Replies: 8
Views: 1081

Re: Optimizing LuaGL

recreating dlist every frame doesn't give any speedup. On ATIs it's even a massive lag reason.
by jK
29 Apr 2015, 11:05
Forum: General Discussion
Topic: Keep removed tags on wiki pages?
Replies: 12
Views: 1715

Re: Wiki: issues + quick questions/answers

you got the source luke
by jK
29 Apr 2015, 10:56
Forum: Lua Scripts
Topic: Optimizing LuaGL
Replies: 8
Views: 1081

Re: Optimizing LuaGL

I'm not really sure how the whole gl.PushMatrix/gl.PopMatrix thing works google it tip #1: gl.texture is a very expensive call (doesn't matter if in dlist or not!). 99% of your calls of it can be removed by moving it in front of the loops tip #2: common coding rule: "never have more than 3-4 indent...
by jK
29 Apr 2015, 10:51
Forum: General Discussion
Topic: Keep removed tags on wiki pages?
Replies: 12
Views: 1715

Re: Wiki: issues + quick questions/answers

it was default 0, then changed to default 1 and then the tag was removed as a whole
Why is this even listed if it's removed?
Cause it's not auto-generated ?
by jK
23 Apr 2015, 01:28
Forum: Map Creation
Topic: info map overrides in mapinfo.lua
Replies: 2
Views: 587

Re: info map overrides in mapinfo.lua

no, I made the most tiny commit of those:
the dds one after I saw the map made by gajop, which used a detailtex that creates distortions when zoomed out. Those can be fixed when `manually` creating the mipmaps.
by jK
20 Apr 2015, 20:34
Forum: Ludum Dare
Topic: Ludum Dare 32
Replies: 124
Views: 19373

Re: Ludum Dare 32

:shock:
by jK
15 Apr 2015, 22:04
Forum: Lua Scripts
Topic: Heightmap texture saving issue
Replies: 9
Views: 954

Re: Heightmap texture saving issue

<_< >_> Found a way to make DevIL build a 16bit grayscale PNG commit: https://github.com/spring/spring/commit/83338372b2a2302eddbb5b25f40340c39788b71b updated widget: function widget:GetInfo() return { name = "HeightMap To PNG16", desc = "Saves current heightmap to heightmap.png", author = "jK", ver...
by jK
15 Apr 2015, 17:13
Forum: Lua Scripts
Topic: Heightmap texture saving issue
Replies: 9
Views: 954

Re: Heightmap texture saving issue

@gajop seems some gl states differ in your enviroment, appended a version that explicit sets some states: function widget:GetInfo() return { name = "HeightMap To BMP32", desc = "Saves current heightmap to heightmap.bmp", author = "jK", version = "1", date = "2015", license = "GPLv2", layer = 1, enab...

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