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by ismo
11 Apr 2013, 20:03
Forum: Help & Bugs
Topic: ATI slow performance in 0.94.x versions
Replies: 32
Views: 3666

Re: ATI slow performance in 0.94.x versions

Hmm, yeah my setting are the same (I have not added any lines to .ini). And the springsettings - Render quality / video mode tab having: Enabled v-sync 24-bit z-buffer 3D trees High-res clouds Reflective units Enable luashaders support shadows (slow): on Water quality: reflective+refractive (all oth...
by ismo
09 Apr 2013, 16:21
Forum: Help & Bugs
Topic: ATI slow performance in 0.94.x versions
Replies: 32
Views: 3666

Re: ATI slow performance in 0.94.x versions

Hmm not using that logFlush will try that. Infolog telling Spring 94.1 (OMP) I guess that OMP = OpenMP = multiprocessor version? Hmm I think tasclient has only options default and multithreaded version and I use only default which I guess starts nowadays multithreaded exe? (in the past it used to st...
by ismo
08 Apr 2013, 22:16
Forum: Help & Bugs
Topic: ATI slow performance in 0.94.x versions
Replies: 32
Views: 3666

ATI slow performance in 0.94.x versions

Hi all, Noticed that Spring is now very slow in general compared to pre v0.94 time. Namely, I am getting something like 10-30fps if it is for example 3 vs 3 game and few hundreds of units on screen. Used to run 60 fps smoothly in before v0.94. My system: Windows 7 12GB DDR3/1600 I7 920 AMD Radeon 58...
by ismo
28 May 2012, 16:09
Forum: Game Development
Topic: SetUnitLineage call in Game spawn lua of BOTA mod
Replies: 10
Views: 738

Re: SetUnitLineage call in Game spawn lua of BOTA mod

Thank you all from good comments. I ran into another 4 lua script issues which of 2 I managed to fix already. The remaining ones are: Error #1: [f=0000000] Error: [WeaponDefIndex] ERROR_TYPE for key "areaOfEffect" in WeaponDefs __index (I could not find source of above error but my guess it is that ...
by ismo
26 May 2012, 13:23
Forum: Game Development
Topic: SetUnitLineage call in Game spawn lua of BOTA mod
Replies: 10
Views: 738

SetUnitLineage call in Game spawn lua of BOTA mod

Hi, I tried to run BOTA mod with current spring and I run into problem that game initialization (game_spawn.lua) throws exception when trying to call Spring.SetUnitLineage(unitID, teamID, true) Anyways the mod starts but game initialization is half done (start metal & energy is always 0 - no matter ...
by ismo
27 Feb 2011, 09:16
Forum: Game Development
Topic: Battletech: Legacy
Replies: 25
Views: 5262

Re: Battletech: Legacy

Awesome idea for mod, I am anxiously waiting for it (now especially as the BOTA mod is "dead", nothing wrong in Xta but would be nice to have 2 mods to play and thus have more variability in the gamings :D).
by ismo
24 Jan 2011, 22:25
Forum: Game Development
Topic: BOTA mod broken (or is it just core Spring?)
Replies: 6
Views: 705

Re: BOTA mod broken (or is it just core Spring?)

Thanks Beherith for the advice. I changed the builddistance to 128 for all constructors, commander and FARC. Still doing some testing, but so far looks good.
by ismo
24 Jan 2011, 18:18
Forum: Game Development
Topic: BOTA mod broken (or is it just core Spring?)
Replies: 6
Views: 705

Re: BOTA mod broken (or is it just core Spring?)

Thanks for reply.

Bota is not maintained at all (development of it stopped a few, or was it even 6, months ago). It is basically the mod I like most, but I am slowly being converted to "XTA player" :)
by ismo
24 Jan 2011, 17:38
Forum: Game Development
Topic: BOTA mod broken (or is it just core Spring?)
Replies: 6
Views: 705

BOTA mod broken (or is it just core Spring?)

Hi everyone, We were testing Bota (beta 10 version) last weekend and noticed that it is in practise unplayable now. Reason for this is that aiding factories with constructors (or commander) is pain. As it seems that the constructors want to continuously move to front of factory, thus blocking units ...
by ismo
03 Jan 2010, 07:54
Forum: Map Tutorials & Resources
Topic: Latest mapconv, download here.
Replies: 95
Views: 24207

Re: Latest mapconv, download here.

Very nice new version of mapconv even with the CUDA support :) I have one question (I guess this is related more to spring map "format"/requirements than this tool but this new version of mapconv make me to notice this): So, if I have 8x8 spring map (4096 x 4096 texture), and I run the new mapconv I...
by ismo
27 Dec 2009, 19:34
Forum: Map Creation
Topic: Problem in starting a map
Replies: 4
Views: 448

Re: Problem in starting a map

Ok that helped, thanks. (verdantv4 had that smd block duplicated too)
by ismo
27 Dec 2009, 17:06
Forum: Map Creation
Topic: Problem in starting a map
Replies: 4
Views: 448

Re: Problem in starting a map

Ah I forgot to mention some details. So I have following structure in the .sd7 file (when it is decompressed) maps\IcyMountain3_V1.smd maps\IcyMountain3_V1.smf maps\IcyMountain3_V1.smt So I do have smd file. Hmm thanks anyway for pointing towards .smd direction. I copied that file from another map a...
by ismo
27 Dec 2009, 14:02
Forum: Map Creation
Topic: Problem in starting a map
Replies: 4
Views: 448

Problem in starting a map

First of all, merry christmas to all. However, then to my problem: I tried to make a IcyMountain3_V1.sd7 named (7-zipped non-solid archive). However spring won't start it. When I try to start the map I get error: "Missing/invalid content" (this is shown at messagebox's headline its content area is e...

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