Search found 33 matches
- 11 Apr 2013, 20:03
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 6156
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...
- 09 Apr 2013, 16:21
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 6156
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...
- 08 Apr 2013, 22:16
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 6156
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...
- 28 May 2012, 16:09
- Forum: Game Development
- Topic: SetUnitLineage call in Game spawn lua of BOTA mod
- Replies: 10
- Views: 1174
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 i...
- 26 May 2012, 13:23
- Forum: Game Development
- Topic: SetUnitLineage call in Game spawn lua of BOTA mod
- Replies: 10
- Views: 1174
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 mat...
- 27 Feb 2011, 09:16
- Forum: Game Development
- Topic: Battletech: Legacy
- Replies: 25
- Views: 8686
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).
- 24 Jan 2011, 22:25
- Forum: Game Development
- Topic: BOTA mod broken (or is it just core Spring?)
- Replies: 6
- Views: 1131
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.
- 24 Jan 2011, 18:18
- Forum: Game Development
- Topic: BOTA mod broken (or is it just core Spring?)
- Replies: 6
- Views: 1131
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" :)
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" :)
- 24 Jan 2011, 17:38
- Forum: Game Development
- Topic: BOTA mod broken (or is it just core Spring?)
- Replies: 6
- Views: 1131
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 ...
- 03 Jan 2010, 07:54
- Forum: Map Tutorials & Resources
- Topic: Latest mapconv, download here.
- Replies: 95
- Views: 57070
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...
- 27 Dec 2009, 19:34
- Forum: Map Creation
- Topic: Problem in starting a map
- Replies: 4
- Views: 675
Re: Problem in starting a map
Ok that helped, thanks. (verdantv4 had that smd block duplicated too)
- 27 Dec 2009, 17:06
- Forum: Map Creation
- Topic: Problem in starting a map
- Replies: 4
- Views: 675
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...
- 27 Dec 2009, 14:02
- Forum: Map Creation
- Topic: Problem in starting a map
- Replies: 4
- Views: 675
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...