Search found 1391 matches
- 11 Mar 2016, 21:21
- Forum: Map Releases
- Topic: Neo Geyser
- Replies: 2
- Views: 1858
Re: Neo Geyser
If you consider fog necessary, consider using dualfog or volfog instead. Those don nothing special on zoomout.
- 11 Mar 2016, 12:14
- Forum: Art & Modelling
- Topic: Blender animation export has been deployed!
- Replies: 42
- Views: 26204
Re: Blender animation export has been deployed!
More likely that the obj was already Z_UP. I guess i still have to try Y_UP export.so it had less to do with the z_isup in the exported file and more to do with the exporter? Wierd shit.
- 10 Mar 2016, 22:52
- Forum: Off Topic Discussion
- Topic: Istrolid is now released on Steam
- Replies: 18
- Views: 8476
Re: Istrolid
> prefers overstacked porc games
> complains that fighters are not useful
Even then, unless in a macabre mood that involves deployment of plasma and tesla Cubes, i tend to use fighters a lot in teams.
> complains that fighters are not useful
Even then, unless in a macabre mood that involves deployment of plasma and tesla Cubes, i tend to use fighters a lot in teams.
- 09 Mar 2016, 11:57
- Forum: Off Topic Discussion
- Topic: Istrolid is now released on Steam
- Replies: 18
- Views: 8476
Re: Istrolid
Clearly, we need to do an 1v1.The game seems to favor capital "do everything" ships over smaller Fighter or Bomber style ships
- 09 Mar 2016, 11:47
- Forum: Art & Modelling
- Topic: Blender animation export has been deployed!
- Replies: 42
- Views: 26204
Re: Blender animation export has been deployed!
Waaaait....
Looks like i was too hasty with inferring Y_UP. But why is the script not broken!? Maybe it was already Z_UP...+ <up_axis>Z_UP</up_axis>
- 07 Mar 2016, 11:19
- Forum: Art & Modelling
- Topic: Blender animation export has been deployed!
- Replies: 42
- Views: 26204
Re: Blender animation export has been deployed!
@smoth : i've tested Godot's Collada export addon for Blender in anger. The model is Y-up. The scripts required no modifications whatsoever after that commit. The script for jammer has translate as well as rotate animations in multiple axes, so it would seem that the axes match well. I'll try to fi...
- 02 Mar 2016, 11:20
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299327
Re: Shard 0.4/dev
Just to clear things up,
Is incorrect. I did a ZK config (though i read the excellent BA config for inspiration).Ah before I forget, I believe Anarchid wrote most of that code
- 28 Feb 2016, 22:00
- Forum: Art & Modelling
- Topic: Blender animation export has been deployed!
- Replies: 42
- Views: 26204
Re: Blender animation export has been deployed!
Assimp scaling works for strictly uniform scaling. E.g. you dont always have to bake the node transforms into meshes, but sometimes you do. What do you mean by learning actual animating in Blender? I've used it in anger for humanoid characters in both Gravitas and Area17, so i guess i can say that's...
- 26 Feb 2016, 15:23
- Forum: Art & Modelling
- Topic: Blender animation export has been deployed!
- Replies: 42
- Views: 26204
Re: Blender animation export has been deployed!
I think it's Blender's collada export. One thing to possibly try if you want blender + Y_UP is to try godot's collada exporter instead of built-in. Godot is also Y_UP so you can get Y_UP for cheap this way. I'm not sure the axis arrows point the same ways, though. Some might be inverted, so do test....
- 23 Feb 2016, 15:13
- Forum: Art & Modelling
- Topic: Blender animation export has been deployed!
- Replies: 42
- Views: 26204
Re: Blender animation export has been deployed!
That part referred to the addon's ability to handle these. Actions work fine for armatures, but not so good for parent-child system animations.
- 10 Feb 2016, 13:34
- Forum: Off Topic Discussion
- Topic: Istrolid is now released on Steam
- Replies: 18
- Views: 8476
Re: Istrolid
IME "firefox might not work" is actually "firefox only proceeds past loading if you sacrifice a goat on the full moon, and then fails anyway".
Chrome is mandatory; Steam distribution should ship kiosk-mode Chrome.
Chrome is mandatory; Steam distribution should ship kiosk-mode Chrome.
- 23 Jan 2016, 22:14
- Forum: Help & Bugs
- Topic: Gadget to override box spawning?
- Replies: 9
- Views: 1938
- 11 Jan 2016, 00:29
- Forum: SpringBoard
- Topic: Help me name this!
- Replies: 15
- Views: 13302
Re: Help me name this!
After another program that "does everything", i would suggest naming it FoodMixer or K1tchenCombine.
- 09 Jan 2016, 01:53
- Forum: Off Topic Discussion
- Topic: All nutrition, almond oil and skin therapy goes here pls
- Replies: 14
- Views: 6806
Re: All nutrition, almond oil and skin therapy goes here pls
What about kItch€ns?
- 05 Jan 2016, 13:06
- Forum: Ludum Dare
- Topic: FLove (LD34)
- Replies: 22
- Views: 17112
Re: FLove (LD34)
And the primary lesson i've learned here is "Don't miss the design phase if you want carrier-train drone networks".Then come hokomoko and Nemo and score #19 in Humor and Audio and #43 in Innovation. Gratz! You guys put us all to shame. :)
- 04 Jan 2016, 14:07
- Forum: Art & Modelling
- Topic: Random WIP 2016
- Replies: 118
- Views: 144706
Re: Random WIP 2015+
Marked UV seams? Clean UV's?
To dispel the feeling of order, he comes
To dispel the feeling of order, he comes
- 30 Dec 2015, 19:11
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 117105
Re: MacOS SpringRTS OSX Build
I'll post it here after New Year because i'm away from that machine again. You should have the log in chat history though.your infolog.txt please! very likely it fails at a different stage!
- 30 Dec 2015, 13:52
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 117105
Re: MacOS SpringRTS OSX Build
Googling tells me otool -L is the mac alternative to ldd, so i did the obvious: $ otool -L libAIInterface.dylib libAIInterface.dylib: @loader_path/../0.1/libstdc++.6.dylib (compatibility version 7.0.0, current version 7.21.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1...
- 29 Dec 2015, 13:25
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 117105
Re: MacOS SpringRTS OSX Build
The filename is correct, the .dylib reported in infolog.txt exists at that exact location, and the double slash shouldn't be a real problem for an unix-like OS. From the fact that unitsync as used by my lobby is able to find the AI in its proper place, i assume the interface "kind of" work...
- 16 Dec 2015, 16:37
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 117105
Re: MacOS SpringRTS OSX Build
I have tried to run a Java AI with this Spring: [f=0000000] Error: Initializing AI Interface library from file "/Users/user/.spring/engine/100.0/Spring_100.0.app/Contents//share/games/spring/AI/Interfaces/Java/0.1/libAIInterface.dylib". The call to initStatic() returned unsuccessfuly. It s...