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by MaDDoX
09 Nov 2017, 17:21
Forum: Engine
Topic: OpenGL context and macOS
Replies: 9
Views: 5588

Re: OpenGL context and macOS

Kloot, what exactly will change between 104 and 105 that will allow the OSX version to be compilable again - and why?
by MaDDoX
26 Sep 2017, 16:26
Forum: Mac OS X
Topic: Trying to build develop branch
Replies: 12
Views: 11416

Re: Trying to build develop branch

Hey Belmakor, great news! Can you share a dependency list and/or any tricks that you had to use to make it work?
by MaDDoX
22 Sep 2017, 04:48
Forum: Art & Modelling
Topic: ASSIMP non-Blender + Photoshop workflow
Replies: 10
Views: 10235

Re: ASSIMP non-Blender + Photoshop workflow

IMO the existing Assimp page needs to be re-split so that the blender workflow is its own page again. Yeah, I think it's too long for a single page too. I just don't feel too comfortable moving other people's content around :) Please add your page to https://springrts.com/wiki/Category:3D_Models Do...
by MaDDoX
21 Sep 2017, 06:30
Forum: Lua Scripts
Topic: Mock Lua API
Replies: 4
Views: 2460

Re: Mock Lua API

Hey Picasso, that's amazing - if we find out how to put it to use :) That's what I tried in IntelliJ Idea: 1. File > Project Structure 2. Modules Click + Import Module 3. Keep 'Create module from existing sources' selected 4. Leave the module folder checked, click next 5. Leave everything checked ag...
by MaDDoX
20 Sep 2017, 18:01
Forum: Ingame Community
Topic: moderation of bad language in autohosts
Replies: 27
Views: 12514

Re: moderation of bad language in autohosts

I don't think muting new players is a positive way to greet them. I would feel a sense of gatekeeping if I didn't have such basic rights in a new community. I do understand why you'd want it. The server's Discord chat will always be open to anyone, even people not playing. This will be stated in th...
by MaDDoX
20 Sep 2017, 17:47
Forum: Mac OS X
Topic: libunitsync.so
Replies: 4
Views: 7949

Re: libunitsync.so

It runs spring_headless for multiplayer matches and spring_dedicated for matches with bots. Our automatch project was developed from scratch in Python, but borrowed most of the ideas and code approaches used in other projects. We'll make it public soon, just some tests to go on our 'MORTS Official' ...
by MaDDoX
20 Sep 2017, 15:30
Forum: Modelling & Texturing Tutorials & Resources
Topic: How-To: All you ever wanted to know about DDS
Replies: 13
Views: 15545

Re: How-To: All you ever wanted to know about DDS

Good question. From my experience with other engines I would say yes, it has a performance boost in the loading time, since there'd be no need to generate mipmaps of the textures, just send it directly to the GPU. I have no idea what ATI cards do with that format though, since it's an open source fo...
by MaDDoX
20 Sep 2017, 06:11
Forum: Modelling & Texturing Tutorials & Resources
Topic: How-To: All you ever wanted to know about DDS
Replies: 13
Views: 15545

Re: How-To: All you ever wanted to know about DDS

nVidia's old plugin is only compatible with a 32-bit Photoshop. If you use a newer Photoshop, especially 64-bits, make sure you download this amazing open source plugin here: http://fnordware.blogspot.com.br/2014/09/dds-plug-in-for-after-effects-and.html I tested it on CC.2017 and generated .dds fil...
by MaDDoX
20 Sep 2017, 06:04
Forum: Ingame Community
Topic: moderation of bad language in autohosts
Replies: 27
Views: 12514

Re: moderation of bad language in autohosts

I don't fully agree with Triton, far from that, but I've been talking to him about other - hopefully more effective yet less aggressive - ways to deal with the problem. And yes, it is a true problem, I've seen a fair share of players leaving the online game because of that. We have a 'controlled gro...
by MaDDoX
20 Sep 2017, 05:38
Forum: Mac OS X
Topic: libunitsync.so
Replies: 4
Views: 7949

Re: libunitsync.so

I think Yuri used the file from the static Linux Spring package for our server. For the Mac, the library is actually libunitsync.dylib, you can find it in Contents/MacOS (RMBclick -> 'Show Contents' on the app).
by MaDDoX
20 Sep 2017, 05:34
Forum: Art & Modelling
Topic: ASSIMP non-Blender + Photoshop workflow
Replies: 10
Views: 10235

ASSIMP non-Blender + Photoshop workflow

Hey guys, after some days struggling to understand how to get a 3D model from a non-Blender modeling package (tried Maya and Modo specifically) properly showing its texture in Spring, I finally nailed it. Most of my pain was due to information being scattered here and there, both in the main ASSIMP ...
by MaDDoX
04 May 2017, 04:19
Forum: Art & Modelling
Topic: Help: Rescaling factory models
Replies: 3
Views: 7224

Re: Help: Rescaling factory models

Incomplete yardmaps (missing the characters) will assign those cells as blocking. Learned it the worst way :)

Oh, and multiplying the move factor by the scale multiplier worked perfectly, thanks again.
by MaDDoX
01 May 2017, 21:43
Forum: Art & Modelling
Topic: Help: Rescaling factory models
Replies: 3
Views: 7224

Re: Help: Rescaling factory models

Great hint, I'll check out the position values in the BOS file, thanks. Curiously all I did was duplicating the yardmap chars, both in Z and X. Initially I thought the problem was due to the produced vehicles also being doubled in size, but from what you say that's not the issue. Oh well, I'll keep ...
by MaDDoX
01 May 2017, 09:33
Forum: Art & Modelling
Topic: Help: Rescaling factory models
Replies: 3
Views: 7224

Help: Rescaling factory models

Hey guys, I could keep trial-and-error on this but thought I could get through faster with some help. Whenever I scale up a factory model (tried 2x with the Arm Vehicle Plant model, armvp) in UpSpring, even with all assets selected correctly before uniform scale, once in-game I get some weird transf...
by MaDDoX
28 Apr 2017, 06:26
Forum: Balanced Annihilation
Topic: Released: BA 9.46 stats in spreadsheet format
Replies: 3
Views: 1619

Re: Released: BA 9.46 stats in spreadsheet format

Thanks for the kind words guys. I can imaging creating a repository / database of unit stats for various games and versions. It would make it much easier to compare changes from one version to the next. Yeah, I was thinking it'd probably work to compare the diff of the .CSVs generated from different...
by MaDDoX
24 Apr 2017, 23:31
Forum: Balanced Annihilation
Topic: Released: BA 9.46 stats in spreadsheet format
Replies: 3
Views: 1619

Released: BA 9.46 stats in spreadsheet format

Hi guys. As I'm studying the Spring engine and planning for a new mod, I could only find HTML stats exporters, which are pretty weak for balance and stats comparison purposes. So I've decided to develop a unit stats exporter to CSV (major kudos to SilentWings for the invaluable LUA pointers in the f...
by MaDDoX
09 Nov 2016, 18:41
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 114443

Re: MacOS SpringRTS OSX Build

Any new SpringLobby build? Apparently the current OSX version doesn't work properly in the new server version..
by MaDDoX
21 Jul 2016, 17:04
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 114443

Re: MacOS SpringRTS OSX Build

@darklord42 I was just about to mention 103 :) Devs are confident it'll be a stable release, so it actually got me pumped up to test it.

Thx in advance!
by MaDDoX
21 Jul 2016, 17:01
Forum: News
Topic: Spring 103.0 released!
Replies: 7
Views: 17899

Re: Spring 103.0 released!

Congratz on the release, much needed. Fingers crossed that it's stable enough to not be reverted to 100 at BlackHoleHost just a few days after release.

I'll be sure to test it with friends on our weekly LAN meeting :)
by MaDDoX
19 Jul 2016, 15:50
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 114443

Re: MacOS SpringRTS OSX Build

Hi Darklord, thanks for your continued builds - for many of us OSX players they're invaluable! For the record, I've heard many Windows players complain that 102 is a (quotes) 'bug pile crap', crashing on load and in-game continuously. I've heard others call the 102 release a 'total fail'. Which make...

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