Search found 78 matches
- 15 May 2016, 17:33
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116857
Re: MacOS SpringRTS OSX Build
Thanks Darklord, it works now :) We're still fighting to get the compile process working, if we still don't get it working I'll get back to you later. TA!
- 07 May 2016, 07:44
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116857
Re: MacOS SpringRTS OSX Build
Thanks Darklord42! I haven't tried building it (that's what my bud Lucasgg is working on) but the built version didn't work on my system. It's OSX 10.11.4 btw, I got a "SpringLobby cannot be opened because of a problem." error right out of the bat. Your previous release works fine, the onl...
- 12 Apr 2016, 17:12
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116857
Re: MacOS SpringRTS OSX Build
Hey Darklord, any chance you'll build the latest SpringLobby (0.244)? The latest version you've built for OSX (0.243) has an annoying bug which prevents the creation of multiple custom player boxes.
- 24 Mar 2016, 05:05
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116857
Re: MacOS SpringRTS OSX Build
Gj! Have you guys got any AI working in 102?
- 16 Mar 2016, 15:13
- Forum: General Discussion
- Topic: Middle click cross hair toggle.
- Replies: 22
- Views: 5712
- 11 Mar 2016, 07:26
- Forum: Engine
- Topic: new default camera: Spring camera
- Replies: 12
- Views: 3496
Re: new default camera: Spring camera
Add to your SpringSettings.cfg:
CamSpringScrollSpeed = 30
Default is 10, which basically means "keep shift held the whole time for it to be useful.
Couldn't find that damn setting anywhere, had to check the source code. Hope that helps someone else.
CamSpringScrollSpeed = 30
Default is 10, which basically means "keep shift held the whole time for it to be useful.
Couldn't find that damn setting anywhere, had to check the source code. Hope that helps someone else.
- 09 Mar 2016, 21:15
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116857
Re: MacOS SpringRTS OSX Build
Metal?? Won't happen, I know. In any case, 101's rendering / shader issues on OSX (not to mention the AI crashes, probably unrelated) are so grave right now that I wouldn't recommend it to any player, except maybe for watching replays. Just sad. :( I'll just hope the mods keep supporting 100. BA 9.3...
- 08 Mar 2016, 18:12
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116857
Re: MacOS SpringRTS OSX Build
Hey Darklord42, congratulations on the packages, great job. So, engine 100.0 worked flawlessly, except for AA AI crashing after one computer dies, but alas 101.0 build is barely working. I couldn't get any AI working (except for the null AIs) all the ones I tried crashed the game right after load. T...
- 07 Mar 2016, 01:59
- Forum: Mac OS X
- Topic: Shader error in Map Edge widget
- Replies: 7
- Views: 8979
Re: Shader error in Map Edge widget
Sure, infolog follows attached - I've zeroed it out then started the game both with the widget on and off. It doesn't show anything if you enable it during the game, that's what I found in infolog: [f=-000001] Loading widget from mod: Map Edge Extension <map_edge_extension.lua> ... [f=-000001] [Map ...
- 06 Mar 2016, 01:19
- Forum: Mac OS X
- Topic: Shader error in Map Edge widget
- Replies: 7
- Views: 8979
Re: Shader error in Map Edge widget
Hi abma. That was on Spring 100.0, BA release 2.33.
I've just tested it on Spring 101, BA 2.55 and the non-shaded edges problem popped back..
A couple more extraneous errors also popping up consistently, screenshot attached.
I've just tested it on Spring 101, BA 2.55 and the non-shaded edges problem popped back..
A couple more extraneous errors also popping up consistently, screenshot attached.
- 02 Mar 2016, 16:24
- Forum: Mac OS X
- Topic: Shader error in Map Edge widget
- Replies: 7
- Views: 8979
Re: Shader error in Map Edge widget
Outstanding Beherith, it works! I'm now wondering what could be done to disguise the 'cyan gaps' in the map borders, those are quite ugly. I've tried increasing the resolution of the generated mesh but it still leaves gaps and dramatically increases poly count, so it's a big no-no. I've done some re...
- 29 Feb 2016, 13:39
- Forum: Mac OS X
- Topic: Shader error in Map Edge widget
- Replies: 7
- Views: 8979
Shader error in Map Edge widget
The widget shows some errors in the OSX build (latest, for El Capitan) and doesn't darkens out its area as it should. The LOS widget darkens the game area properly so I assume that's not a limitation of the platform. I've tried tweaking some settings in the LUA script, like UseShader, to no avail. A...
- 15 Feb 2016, 19:45
- Forum: Mac OS X
- Topic: Where does Spring OSX store its UI TweakMode settings?
- Replies: 3
- Views: 6119
Re: Where does Spring OSX store its UI TweakMode settings?
Thank you both, right on the spot. I've found it in LuaUI/Config/BA.lua (the tweaked widget setting) ~/.config/spring does contain all files I wasn't finding at the contents folder (springsettings.cfg, infolog.txt), so I guess I'll have to add a small readme in the OSX pack explaining how to install...
- 15 Feb 2016, 13:14
- Forum: Mac OS X
- Topic: Where does Spring OSX store its UI TweakMode settings?
- Replies: 3
- Views: 6119
Where does Spring OSX store its UI TweakMode settings?
Hey guys, what's up. I'd like to transfer the TweakMode (Ctrl+F11) settings to other Macs (specially since they override default widget position settings) but I have no idea where it's stored.. I've browsed the files inside the contents folder, couldn't find anything, also on ~/.spring/ and there's ...
- 05 Feb 2016, 15:51
- Forum: Lua Scripts
- Topic: Area Mex
- Replies: 123
- Views: 24573
Re: Area Mex
Hey guys, follows the edited gui_red_buildordermenu for the 9.31 BA version, place it on LuaUI/Widgets, next to cmd_area_mex.lua (I'm still using 2.2 posted in the previous page). Previous buildordermenu version layout and style was completely different from the current one. I'm using Ctrl+Z to fire...
- 05 Oct 2012, 08:26
- Forum: Lua Scripts
- Topic: Widget: Complete Control Camera (v0.19)
- Replies: 58
- Views: 19147
Re: Widget: Complete Control Camera (v0.19)
Just kicking in for a couple kudos and a little contribution to the project. First, CarRepairer, you should be worshipped! This camera system is awesome, people not "getting it" truly amazes me - they're probably used to toy-car-rolling their mouse just to scroll like in Warcraft3. Recent ...
- 17 Jan 2006, 00:02
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 133365
- 08 Jan 2006, 17:53
- Forum: General Discussion
- Topic: Camera Scroll Speeds
- Replies: 36
- Views: 3282