Search found 1391 matches
- 28 Sep 2017, 10:40
- Forum: Engine
- Topic: OpenGL context and macOS
- Replies: 9
- Views: 5586
Re: OpenGL context and macOS
Going by the names alone, shouldn't ForceCoreContext help here?
- 26 Sep 2017, 12:49
- Forum: News
- Topic: Spring 104.0 released!
- Replies: 7
- Views: 29062
Re: Spring 104.0 released!
No mac build
- 31 Aug 2017, 18:35
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 52093
Re: Random WIP 2017
Almost there...
- 17 Jul 2017, 12:07
- Forum: Game Development
- Topic: LuaMenu documentation
- Replies: 7
- Views: 2268
Re: LuaMenu documentation
P.S.2 I finally downloaded the GitHUB repo. Now I have problems with the AI :? ZK by default launches Chobby through a .net wrapper that provides some features like engine downloading, notifications, and deployment of the CircuitAI which is what i presume you are missing. You can get it manually fr...
- 13 Jul 2017, 15:52
- Forum: Game Development
- Topic: Which tools are essential for map / game creation?
- Replies: 10
- Views: 8193
Re: Which tools are essential for map / game creation?
There used to be one that worked a few major Blender versions back. It went unmaintained, and now that there's assimp, it's unnecessary.Ignorant question: is there a blender importer/exporter for s3o?
- 11 Jul 2017, 14:56
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 52093
- 03 May 2017, 08:30
- Forum: AI
- Topic: AI whitelists, a trivial solution
- Replies: 5
- Views: 9233
Re: AI whitelists, a trivial solution
I think that loading a LuaAI instead of a malfing native AI will be misleading, will cause bugs to be reported to the native AI repository which are actually the LuaAI bugs, will cause performance misattribution ('this ai plays well' while really it just resigns) etc. Killing off any AI which does n...
- 27 Apr 2017, 13:18
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 52093
- 05 Apr 2017, 13:11
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 52093
Re: Random WIP 2017
Down with the boring old mexes! This is supposed to go over a voidground patch, preferably with the middle area rendered impassable with typemap.
- 29 Jan 2017, 12:45
- Forum: Help & Bugs
- Topic: SPRINGFILES IS FUCKED!
- Replies: 4
- Views: 1688
Re: SPRINGFILES IS FUCKED!
Maps uploaded to SpringFiles have also failed to be indexed by ZK infra for at least as long as Yak's remake of Sprung baobab series were released.
I suspect this is related. Direct upload not uploading to specific mirrors may as well be the cause.
I suspect this is related. Direct upload not uploading to specific mirrors may as well be the cause.
- 20 Jan 2017, 17:55
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 52093
- 02 Dec 2016, 20:49
- Forum: Balanced Annihilation
- Topic: Balance Committee
- Replies: 19
- Views: 7436
Re: Balance Committee
Such a site already exists: bountysource.
- 24 Nov 2016, 11:04
- Forum: Game Development
- Topic: factories no longer have move command?
- Replies: 4
- Views: 2367
Re: factories no longer have move command?
"whatever ZK does" should work since i was able to queue move-then-fight to my factory in a game played yesterday on dev engine.
- 15 Nov 2016, 12:06
- Forum: General Discussion
- Topic: Did anyone
- Replies: 14
- Views: 4422
Re: Did anyone
- no customizable UI - default UI cannot be prevented - no callbacks for controls - completely bypasses lua - entire classes of units completely uncontrollable (try using a bomber) - crippled into oblivion by hardwired ground/unit targeting restriction to prevent ballistic overshoot - is a steaming ...
- 14 Oct 2016, 14:28
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 139770
Re: Random WIP 2016
I don't know where the actual terrain type was defined though.smoth wrote:lua defined area or it has to be part of the map?
- 06 Oct 2016, 14:28
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 139770
Re: Random WIP 2016
now how do I place them in a way that allows me to make impassible (to land units) rock walls? Is there a way to fix it? To fix what? Features with collisions enabled will prevent other things with enabled collisions from passing, but not from pathing as far as i know. You can always paint some unp...
- 04 Oct 2016, 21:36
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 139770
Re: Random WIP 2016
Features can have decals!
- 03 Oct 2016, 09:12
- Forum: Engine
- Topic: Battalions and Hero Select Button possible?
- Replies: 5
- Views: 1912
Re: Battalions and Hero Select Button possible?
Cuberor's finest comes to mind.
- 12 Sep 2016, 20:12
- Forum: Map Creation
- Topic: Spring Map Edit Revisted
- Replies: 60
- Views: 15133
Re: Spring Map Edit Revisted
This stuff needs to be wikified. Googling for "springmapedit" returns information on the old version.
- 17 Aug 2016, 12:46
- Forum: Balanced Annihilation
- Topic: What CPU is ideal for BA
- Replies: 2
- Views: 1611
Re: What CPU is ideal for BA
You're looking for single-thread performance - so go for i7.