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by SJ
14 Apr 2006, 10:27
Forum: Art & Modelling
Topic: Pitbull_spring
Replies: 64
Views: 6836

Nice work however im not sure that 1024*1024 textures is the best idea. Two 1024*1024 dds textures will take 2MB of memory which if used on all ~250 units would mean you would need a 512MB graphic card, and that the mod would be a 500MB (well a bit less with compression) download. Of course someone ...
by SJ
10 Apr 2006, 17:02
Forum: Game Development
Topic: XTA:- Balancing Tech 2!
Replies: 20
Views: 1533

As I see it yes the two sides are different but I wouldnt say unbalanced. On some maps like Small Divide this and other things makes me prefer core but on other maps I prefer arm. Arm adv kbot contains lots of usefull raiding/attack kbots while for core the only one fast enough to be a good raider i...
by SJ
28 Mar 2006, 17:21
Forum: Engine
Topic: S30s and Explosion Events, part 2.
Replies: 2
Views: 301

Yes S3Os look a bit different internally so a direct translation wouldnt work although it probably wouldnt take that long for someone interested to fix it for S3Os.
by SJ
28 Mar 2006, 17:18
Forum: Engine
Topic: Weapons. Very long.
Replies: 21
Views: 2402

I didnt read the entire thing but as a high level explanation of why some thing look as they do its because Spring was at first programmed as a 19th century RTS that we then retrofitted to use TA stuff. Since most stuff in TA already worked in that system we never bothered to change internal names b...
by SJ
25 Mar 2006, 21:10
Forum: Engine
Topic: Water rendering
Replies: 150
Views: 18328

Ok I have checked in the my code into the SVN now if anyone wants to test it, although its not quite finished yet and has some problems.
by SJ
25 Mar 2006, 12:00
Forum: General Discussion
Topic: what can see cloaked units?
Replies: 21
Views: 2069

In XTA nothing both cloaks and is stealth, however your own jamming towers jams your own radar also. So cloaked units only works well when the opponent has his own base jammed, and the easiest way to detect a suspected cloaked unit is to disable jamming in that area (or make sure to build your base ...
by SJ
22 Mar 2006, 17:59
Forum: Engine
Topic: Water rendering
Replies: 150
Views: 18328

Dragon: Im not exactly sure what you mean, but as you say waves can have different heights so you cant detect the crest of a wave by its height value alone. Detecting where on a wave a texel is based on comparing to its neighbour could work perhaps but would require quite a big window to compare aga...
by SJ
19 Mar 2006, 10:02
Forum: Engine
Topic: Shaders
Replies: 11
Views: 1126

Ehm the shadows are more or less completly computed on the gpu, the only thing the cpu does is send the models that creates them. And its already done in two rendering passes. As for the new water rendering its made up of about 10 different shaders that doesnt make much sense without the c++ code ke...
by SJ
18 Mar 2006, 09:50
Forum: Engine
Topic: Water rendering
Replies: 150
Views: 18328

It changes the mesh in the vertex shader based on a texture so im not sure if that counts as deforming the mesh. So performance will in no way depend on how many ships are present (except that it will have to render in the ships positions into the texture but thats a quite minor cost) Whats the chan...
by SJ
16 Mar 2006, 08:45
Forum: General Discussion
Topic: Numbers after player names in bottom right-hand corner
Replies: 11
Views: 824

30 frames = 1 second
by SJ
15 Mar 2006, 08:49
Forum: Engine
Topic: Repulsor Tweak
Replies: 42
Views: 2745

Why add a seccond beam effect to it? There already is one although with low alpha value, better just to rise the alpha of that if one want a beam. As for only being able to target some projectiles, add a bitfielt to the repulsor/projectiles working in the same way as the targetable/interceptor field...
by SJ
12 Mar 2006, 20:05
Forum: Engine
Topic: Water rendering
Replies: 150
Views: 18328

The good news is that I have now gotten it to work somewhat with ships as can be seen here. The bad is that I get around 24 fps (with shadows etc) on my gf6600gt (the entire thing is completly done on gpu so cpu affects it very little) so it will probably need something faster to run well.
by SJ
10 Mar 2006, 08:54
Forum: Map Releases
Topic: New Map: Arctic Plains Version 2
Replies: 11
Views: 1958

What you might want to try is to keep the sun color white or slightly yellow while making the ambient color somewhat blue, creating the blue tinted shadows etc.
by SJ
10 Mar 2006, 08:48
Forum: Engine
Topic: Water rendering
Replies: 150
Views: 18328

No since all computers must run a synced game and not everyone will be able to run with these effects on it cant affect the simulation although I guess one could do something that shows the ship in another position then it really is but that just feels like to much trouble (and would create strange ...
by SJ
09 Mar 2006, 20:22
Forum: Engine
Topic: Water rendering
Replies: 150
Views: 18328

Hm im not sure if it will work on a 6600 yet, probably will need a 6800. The reason that its nvidia only is that I use an nvidia extension for reading textures in vertex shader although i might fix it if i ever get an ATI card that can do that.
by SJ
08 Mar 2006, 21:41
Forum: Engine
Topic: Water rendering
Replies: 150
Views: 18328

Water rendering

Here is a small video (xvid format) showing a new water renderer that I have been working on for a while. Of course when its finished the waves i produce with the mouse in the video will be created by boats, explosions etc. Still quite a bit of work till then though and unfortunally it seems like it...
by SJ
07 Mar 2006, 08:26
Forum: AI
Topic: Easy way to find if a point is accessible by unit X?
Replies: 21
Views: 1993

Weaver, the point of the slope map is to be a bit fuzzy, in the earliest version I used an algorithm where we got a more exact fit but it didnt look good when a big unit couldnt traverse a very small bump so instead I changed to the current somewhat lowpass filtered version.
by SJ
20 Feb 2006, 19:45
Forum: Map Creation
Topic: FF-Surrounded (preview)
Replies: 43
Views: 3117

Actually those strange edges on the asteroid will disapear if you turn on shadows (or if it was reflective water) I think, the two modes uses somewhat different approaches for clipping the below water ground.
by SJ
20 Feb 2006, 19:38
Forum: General Discussion
Topic: Do Not Quit When You Start Losing
Replies: 62
Views: 5340

Actually seen from a go/chess perspective the opposite is true. Forcing the winning player to waste time on mopping up is impolite. Can never hurt to ask though.
by SJ
20 Feb 2006, 19:32
Forum: Engine
Topic: Formations? Perhaps solve the friendly fire problem...
Replies: 11
Views: 775

Hold alt when giving a move order and they will form in an approximate square with longest range units toward the back.

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