Is there a list somewhere of the current staff (moderators etc) and also of how long they have been on their current position?
You know, for transparency if that still means anything.
Search found 2874 matches
- 28 Mar 2018, 23:39
- Forum: Off Topic Discussion
- Topic: List of staff
- Replies: 37
- Views: 26436
- 08 Feb 2018, 17:20
- Forum: Lua Scripts
- Topic: LuaIntro and random numbers
- Replies: 5
- Views: 3650
Re: LuaIntro and random numbers
Wouldn't this create desyncs?
- 20 Jan 2018, 14:16
- Forum: Ingame Community
- Topic: River rule
- Replies: 1
- Views: 2410
River rule
I wonder if there is any standard agreement on the river rule, namely that you can not/should not/is impolite to cross the river with your commander very early in the game. It's been a sort of a gentleman's rule but it isn't really followed. Ofc course applies to maps with a clear river/partition in...
- 19 Jan 2018, 22:22
- Forum: Balanced Annihilation
- Topic: MO_PreventCombomb possible rework
- Replies: 32
- Views: 11789
Re: MO_PreventCombomb possible rework
I think combomb behavior that changes depened if its last com or not last com should be avoided. Gameplay mechanics should be consistent and should not change in the course of the game (my opinion): - it feels arbitrary and unnatural. Cannot be justified by any physical laws or logic (like laser fa...
- 30 Dec 2017, 13:13
- Forum: Game Development
- Topic: Mod unit list tool?
- Replies: 14
- Views: 5022
Re: Mod unit list tool?
I was actually looking for a way to do this outside spring. Keep in mind that it's perfectly possible to create unitdefs dynamically on game load (but hardly any projects utilize that yet). So any info you gather outside of game can in theory have little resemblance to what is in game. The code zwz...
- 20 Dec 2017, 15:41
- Forum: Game Development
- Topic: Don't use upspring!
- Replies: 16
- Views: 4782
Re: Don't use upspring!
That's why thread splitting is such a confusing dick move. Apologies to you gajop, but it wasn't easy to see that this was a split thread.
Thread integrity would be more helpful to the community than splitting them. Even places like reddit don't split threads.
Thread integrity would be more helpful to the community than splitting them. Even places like reddit don't split threads.
- 20 Dec 2017, 13:16
- Forum: Balanced Annihilation
- Topic: MO_PreventCombomb possible rework
- Replies: 32
- Views: 11789
Re: MO_PreventCombomb possible rework
Have a look at XTA:s comends gadget: we've had it working for many years, and basically it works like this:
- if you are last commander and dgun opponent, you lose
- if you laser last commander to death you win
- it also has nice staggered comends explosions
- if you are last commander and dgun opponent, you lose
- if you laser last commander to death you win
- it also has nice staggered comends explosions
- 20 Dec 2017, 13:07
- Forum: Game Development
- Topic: Don't use upspring!
- Replies: 16
- Views: 4782
Re: Don't use upspring!
Why? You don't provide any arguments. This is trolling.gajop wrote:I suggest you simply use Collada (.dae), and save yourself the trouble of using upspring.
- 13 Dec 2017, 00:15
- Forum: Engine
- Topic: Synced data, libraries, coding, and data storage
- Replies: 13
- Views: 6969
Re: Synced data, libraries, coding, and data storage
What's not prevalent exactly? Debugging sync errors?
- 09 Dec 2017, 11:56
- Forum: Help & Bugs
- Topic: Just got this and it keeps crashing with access violation 0xc0000005
- Replies: 11
- Views: 2380
Re: Just got this and it keeps crashing with access violation 0xc0000005
That message is given in the case of: "your graphics driver crashed". (Specifically, when the stacktrace of the crash gives a code position from the gfx driver - https://github.com/spring/spring/blob/38fcf02bac2f54bac45a07c5ca4822fd11acf750/rts/System/Platform/Win/CrashHandler.cpp#L344) T...
- 08 Dec 2017, 14:27
- Forum: Help & Bugs
- Topic: Just got this and it keeps crashing with access violation 0xc0000005
- Replies: 11
- Views: 2380
Re: Just got this and it keeps crashing with access violation 0xc0000005
Using old engine and also: [f=-000001] Warning: This stack trace indicates a problem with your graphic card driver. Please try upgrading or downgrading it. Specifically recommended is the latest driver, and one that is as old as your graphic card. Make sure to use a driver removal utility, before i...
- 08 Dec 2017, 12:42
- Forum: Balanced Annihilation
- Topic: Why are penguins central to New BA?
- Replies: 7
- Views: 2281
Re: Why are penguins central to New BA?
Yes and now there's a complete ecosystem as well, with predators consuming their prey.
Yeah I don't know where this is going , but I think it's funny. I also like penguins.
EDIT: maybe there is some scientific basis for smart penguins here: https://www.youtube.com/watch?v=JL-SmhFlFoQ
Yeah I don't know where this is going , but I think it's funny. I also like penguins.
EDIT: maybe there is some scientific basis for smart penguins here: https://www.youtube.com/watch?v=JL-SmhFlFoQ
- 22 Nov 2017, 20:54
- Forum: Engine
- Topic: Removing SM3 support
- Replies: 11
- Views: 3398
Re: Removing SM3 support
If it confuses new developers then they are not ready to become develops. What benefits are there in wasting time for something like this?
- 22 Nov 2017, 15:01
- Forum: Engine
- Topic: Removing SM3 support
- Replies: 11
- Views: 3398
Re: Removing SM3 support
Just comment out all SM3 .cpp's in rts/Map/CMakeLists.txt, leave the code for historical reference.
Do this.
Do this.
- 22 Nov 2017, 12:28
- Forum: Engine
- Topic: Removing SM3 support
- Replies: 11
- Views: 3398
Re: Removing SM3 support
Needs more information, for instance:
- what is sm3
- why was it implemented
- why do we want it removed
- what will replace it
- what is sm3
- why was it implemented
- why do we want it removed
- what will replace it
- 18 Nov 2017, 13:37
- Forum: Feature Requests
- Topic: A simple blur on underwater shadows
- Replies: 8
- Views: 7816
Re: A simple blur on underwater shadows
Anything would be better than the way it is right now. I think the real fix would be to change how water is implemented in the spring engine.
- 18 Nov 2017, 11:40
- Forum: Feature Requests
- Topic: A simple blur on underwater shadows
- Replies: 8
- Views: 7816
Re: A simple blur on underwater shadows
I made a widget that turns shadows off if there is water on the map, and restores the setting otherwise. On water maps, it's just confusing to see the water bed shadows, they make it difficult to see sea planes' elevation.
- 18 Nov 2017, 10:26
- Forum: Feature Requests
- Topic: A simple blur on underwater shadows
- Replies: 8
- Views: 7816
- 18 Nov 2017, 10:20
- Forum: Feature Requests
- Topic: A simple blur on underwater shadows
- Replies: 8
- Views: 7816
Re: A simple blur on underwater shadows
I also agree regarding underwater shadows: there was a long thread about this before, and my opinion is that the shadows should be cast on the water surface and not on the bottom, the dev team misses a thing called scale. Yes, you have shadows on the bottom of a bath tub, but on the bottom of the pa...
- 10 Nov 2017, 18:49
- Forum: General Discussion
- Topic: I miss a main chat channel without bots
- Replies: 18
- Views: 9139
Re: I miss a main chat channel without bots
Robophobes!