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by Jools
28 Mar 2018, 23:39
Forum: Off Topic Discussion
Topic: List of staff
Replies: 37
Views: 26436

List of staff

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.
by Jools
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?
by Jools
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...
by Jools
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...
by Jools
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...
by Jools
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.
by Jools
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
by Jools
20 Dec 2017, 13:07
Forum: Game Development
Topic: Don't use upspring!
Replies: 16
Views: 4782

Re: Don't use upspring!

gajop wrote:I suggest you simply use Collada (.dae), and save yourself the trouble of using upspring.
Why? You don't provide any arguments. This is trolling.
by Jools
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?
by Jools
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...
by Jools
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...
by Jools
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
by Jools
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?
by Jools
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.
by Jools
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
by Jools
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.
by Jools
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.
by Jools
18 Nov 2017, 10:26
Forum: Feature Requests
Topic: A simple blur on underwater shadows
Replies: 8
Views: 7816

Re: A simple blur on underwater shadows

Compare with this:
https://imgur.com/a/snEl6

Edit: I cannot get the inline image posting to work :(
by Jools
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...

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