Search found 78 matches
- 09 Nov 2017, 17:21
- Forum: Engine
- Topic: OpenGL context and macOS
- Replies: 9
- Views: 5632
Re: OpenGL context and macOS
Kloot, what exactly will change between 104 and 105 that will allow the OSX version to be compilable again - and why?
- 26 Sep 2017, 16:26
- Forum: Mac OS X
- Topic: Trying to build develop branch
- Replies: 12
- Views: 11506
Re: Trying to build develop branch
Hey Belmakor, great news! Can you share a dependency list and/or any tricks that you had to use to make it work?
- 22 Sep 2017, 04:48
- Forum: Art & Modelling
- Topic: ASSIMP non-Blender + Photoshop workflow
- Replies: 10
- Views: 10419
Re: ASSIMP non-Blender + Photoshop workflow
IMO the existing Assimp page needs to be re-split so that the blender workflow is its own page again. Yeah, I think it's too long for a single page too. I just don't feel too comfortable moving other people's content around :) Please add your page to https://springrts.com/wiki/Category:3D_Models Do...
- 21 Sep 2017, 06:30
- Forum: Lua Scripts
- Topic: Mock Lua API
- Replies: 4
- Views: 2473
Re: Mock Lua API
Hey Picasso, that's amazing - if we find out how to put it to use :) That's what I tried in IntelliJ Idea: 1. File > Project Structure 2. Modules Click + Import Module 3. Keep 'Create module from existing sources' selected 4. Leave the module folder checked, click next 5. Leave everything checked ag...
- 20 Sep 2017, 18:01
- Forum: Ingame Community
- Topic: moderation of bad language in autohosts
- Replies: 27
- Views: 12781
Re: moderation of bad language in autohosts
I don't think muting new players is a positive way to greet them. I would feel a sense of gatekeeping if I didn't have such basic rights in a new community. I do understand why you'd want it. The server's Discord chat will always be open to anyone, even people not playing. This will be stated in th...
- 20 Sep 2017, 17:47
- Forum: Mac OS X
- Topic: libunitsync.so
- Replies: 4
- Views: 8007
Re: libunitsync.so
It runs spring_headless for multiplayer matches and spring_dedicated for matches with bots. Our automatch project was developed from scratch in Python, but borrowed most of the ideas and code approaches used in other projects. We'll make it public soon, just some tests to go on our 'MORTS Official' ...
- 20 Sep 2017, 15:30
- Forum: Modelling & Texturing Tutorials & Resources
- Topic: How-To: All you ever wanted to know about DDS
- Replies: 13
- Views: 15620
Re: How-To: All you ever wanted to know about DDS
Good question. From my experience with other engines I would say yes, it has a performance boost in the loading time, since there'd be no need to generate mipmaps of the textures, just send it directly to the GPU. I have no idea what ATI cards do with that format though, since it's an open source fo...
- 20 Sep 2017, 06:11
- Forum: Modelling & Texturing Tutorials & Resources
- Topic: How-To: All you ever wanted to know about DDS
- Replies: 13
- Views: 15620
Re: How-To: All you ever wanted to know about DDS
nVidia's old plugin is only compatible with a 32-bit Photoshop. If you use a newer Photoshop, especially 64-bits, make sure you download this amazing open source plugin here: http://fnordware.blogspot.com.br/2014/09/dds-plug-in-for-after-effects-and.html I tested it on CC.2017 and generated .dds fil...
- 20 Sep 2017, 06:04
- Forum: Ingame Community
- Topic: moderation of bad language in autohosts
- Replies: 27
- Views: 12781
Re: moderation of bad language in autohosts
I don't fully agree with Triton, far from that, but I've been talking to him about other - hopefully more effective yet less aggressive - ways to deal with the problem. And yes, it is a true problem, I've seen a fair share of players leaving the online game because of that. We have a 'controlled gro...
- 20 Sep 2017, 05:38
- Forum: Mac OS X
- Topic: libunitsync.so
- Replies: 4
- Views: 8007
Re: libunitsync.so
I think Yuri used the file from the static Linux Spring package for our server. For the Mac, the library is actually libunitsync.dylib, you can find it in Contents/MacOS (RMBclick -> 'Show Contents' on the app).
- 20 Sep 2017, 05:34
- Forum: Art & Modelling
- Topic: ASSIMP non-Blender + Photoshop workflow
- Replies: 10
- Views: 10419
ASSIMP non-Blender + Photoshop workflow
Hey guys, after some days struggling to understand how to get a 3D model from a non-Blender modeling package (tried Maya and Modo specifically) properly showing its texture in Spring, I finally nailed it. Most of my pain was due to information being scattered here and there, both in the main ASSIMP ...
- 04 May 2017, 04:19
- Forum: Art & Modelling
- Topic: Help: Rescaling factory models
- Replies: 3
- Views: 7355
Re: Help: Rescaling factory models
Incomplete yardmaps (missing the characters) will assign those cells as blocking. Learned it the worst way :)
Oh, and multiplying the move factor by the scale multiplier worked perfectly, thanks again.
Oh, and multiplying the move factor by the scale multiplier worked perfectly, thanks again.
- 01 May 2017, 21:43
- Forum: Art & Modelling
- Topic: Help: Rescaling factory models
- Replies: 3
- Views: 7355
Re: Help: Rescaling factory models
Great hint, I'll check out the position values in the BOS file, thanks. Curiously all I did was duplicating the yardmap chars, both in Z and X. Initially I thought the problem was due to the produced vehicles also being doubled in size, but from what you say that's not the issue. Oh well, I'll keep ...
- 01 May 2017, 09:33
- Forum: Art & Modelling
- Topic: Help: Rescaling factory models
- Replies: 3
- Views: 7355
Help: Rescaling factory models
Hey guys, I could keep trial-and-error on this but thought I could get through faster with some help. Whenever I scale up a factory model (tried 2x with the Arm Vehicle Plant model, armvp) in UpSpring, even with all assets selected correctly before uniform scale, once in-game I get some weird transf...
- 28 Apr 2017, 06:26
- Forum: Balanced Annihilation
- Topic: Released: BA 9.46 stats in spreadsheet format
- Replies: 3
- Views: 1640
Re: Released: BA 9.46 stats in spreadsheet format
Thanks for the kind words guys. I can imaging creating a repository / database of unit stats for various games and versions. It would make it much easier to compare changes from one version to the next. Yeah, I was thinking it'd probably work to compare the diff of the .CSVs generated from different...
- 24 Apr 2017, 23:31
- Forum: Balanced Annihilation
- Topic: Released: BA 9.46 stats in spreadsheet format
- Replies: 3
- Views: 1640
Released: BA 9.46 stats in spreadsheet format
Hi guys. As I'm studying the Spring engine and planning for a new mod, I could only find HTML stats exporters, which are pretty weak for balance and stats comparison purposes. So I've decided to develop a unit stats exporter to CSV (major kudos to SilentWings for the invaluable LUA pointers in the f...
- 09 Nov 2016, 18:41
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116493
Re: MacOS SpringRTS OSX Build
Any new SpringLobby build? Apparently the current OSX version doesn't work properly in the new server version..
- 21 Jul 2016, 17:04
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116493
Re: MacOS SpringRTS OSX Build
@darklord42 I was just about to mention 103 :) Devs are confident it'll be a stable release, so it actually got me pumped up to test it.
Thx in advance!
Thx in advance!
- 21 Jul 2016, 17:01
- Forum: News
- Topic: Spring 103.0 released!
- Replies: 7
- Views: 17963
Re: Spring 103.0 released!
Congratz on the release, much needed. Fingers crossed that it's stable enough to not be reverted to 100 at BlackHoleHost just a few days after release.
I'll be sure to test it with friends on our weekly LAN meeting :)
I'll be sure to test it with friends on our weekly LAN meeting :)
- 19 Jul 2016, 15:50
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116493
Re: MacOS SpringRTS OSX Build
Hi Darklord, thanks for your continued builds - for many of us OSX players they're invaluable! For the record, I've heard many Windows players complain that 102 is a (quotes) 'bug pile crap', crashing on load and in-game continuously. I've heard others call the 102 release a 'total fail'. Which make...