Search found 2347 matches
- 14 Apr 2015, 22:46
- Forum: Lua Scripts
- Topic: mapinfo math.random & math.randomseed
- Replies: 5
- Views: 1389
Re: mapinfo math.random & math.randomseed
No, the defs.lua stage (returning UnitDefs, WeaponDefs, etc.) has to be `static` - means it same results for same input, which are the ModOptions - cause the unitsync already loads that stage. So that the lobby can already show available units etc. and allows to disable some of them etc. So in the p...
- 14 Apr 2015, 22:36
- Forum: Lua Scripts
- Topic: Heightmap texture saving issue
- Replies: 9
- Views: 1818
Re: Heightmap texture saving issue
https://github.com/spring/spring/commit/71bf7fad2d5a825403a02baa5a931edf0999ca55 + dev_saveheightmap.lua: function widget:GetInfo() return { name = "HeightMap To BMP32", desc = "Saves current heightmap to heightmap.bmp", author = "jK", version = "0", date = &...
- 05 Apr 2015, 21:20
- Forum: General Discussion
- Topic: Path finding
- Replies: 66
- Views: 10407
Re: Path finding
Right. I was hoping I could control it dynamically since I don't need it triggering while I'm modifying the terrain, only after it's done. 1. for a map editor you normally have `fake` movedefs making pathupdate very fast 2. pause the game ;) (yes, you can still do synced changes while the game is p...
- 05 Apr 2015, 16:53
- Forum: Lua Scripts
- Topic: gl.Texture no cache
- Replies: 7
- Views: 1219
Re: gl.Texture no cache
@1: when you load a huge loadscreen texture in LuaIntro and later never need it again, then yes you should delete it in :Shutdown()
@2: you got the source
@2: you got the source
- 05 Apr 2015, 15:09
- Forum: Lua Scripts
- Topic: gl.Texture no cache
- Replies: 7
- Views: 1219
Re: gl.Texture no cache
with gl.DeleteTexture you can delete named textures (that's the name of them), too.
- 05 Apr 2015, 14:19
- Forum: Lua Scripts
- Topic: gl.Texture no cache
- Replies: 7
- Views: 1219
Re: gl.Texture no cache
use gl.DeleteTexture
- 29 Mar 2015, 05:46
- Forum: Engine
- Topic: Spring has a problem with L2 cache misses
- Replies: 35
- Views: 13510
Re: Spring has a problem with L2 cache misses
Update: here a graph of latest dev build, after some changes (also thank you pica for your patches) https://springrts.com/phpbb/download/file.php?id=9345 what changed: * moved all OpenAL calls to the sound thread * massive tweaks in ::TestNeighbors * tweaks in CGroundMoveType::HandleUnitCollisions *...
- 25 Mar 2015, 03:02
- Forum: Feature Requests
- Topic: New standard theme sucks?
- Replies: 9
- Views: 2071
New standard theme sucks?
Just a few reason why you might find it horrible: * font * color don't fit with the rest * gray & blue ... * stuff on the right * low contrast * empty space everywhere * annoying scrolling icons on "Active topics" page indicating that a thread is multi-page * tiny tiny small icon that ...
- 19 Mar 2015, 01:55
- Forum: Lobby Clients & Server
- Topic: flobby
- Replies: 31
- Views: 12195
Re: flobby
seems you use FLTK in src/main.cpp, but only include_dir it in src/gui/*/var/tmp/portage/games-util/flobby-9999/work/flobby-9999/src/main.cpp:9:19: fatal error: FL/Fl.H: No such file or directory
#include <FL/Fl.H>
- 10 Mar 2015, 14:57
- Forum: Map Creation
- Topic: Minimap creation
- Replies: 45
- Views: 7975
Re: Minimap creation
Usage: Set minheight and maxheight to zero in mapinfo.lua (thanks Funkencool :wink:). Put the gadget in luarules/gadgets of your map and start a game. It makes the screenshot (saved to the usual spring screenshot dir), writes some cropping information into the infolog.txt (to make life easier) and ...
- 08 Mar 2015, 12:44
- Forum: General Discussion
- Topic: PhpBB 3.1
- Replies: 130
- Views: 24924
Re: PhpBB 3.1
seems someone didn't had read:
https://github.com/spring/spring-websit ... pdatephpbb
https://github.com/spring/spring-websit ... pdatephpbb
- 08 Mar 2015, 12:40
- Forum: Engine
- Topic: I want to implement the us of astc texture compression
- Replies: 3
- Views: 1707
Re: I want to implement the us of astc texture compression
it's waste of time: 1. there are less open source (gpl-compatible) astc/etc compressors available 2. none desktop gpu implements astc nor etc2 in hw (causing a massive drop in fps and increase of vram usage) 3. the available etc2 compressors don't support ETC2_ALPHA_PASSTHROUGH, means no alpha avail...
- 06 Mar 2015, 12:06
- Forum: Engine
- Topic: Spring has a problem with L2 cache misses
- Replies: 35
- Views: 13510
Re: Spring has a problem with L2 cache misses
Good find, just replace int2 with type2<boost::uint16_t>, go through all compile errors - there are some cause "int2 foo = type2<boost::uint16_t>(0,0) + int2(1,1);" isn't defined. There are 64K PathNodes per PathNodeBuffer so saving 4bits frees 0.25MB something that should help L2. Also th...
- 03 Mar 2015, 08:32
- Forum: Engine
- Topic: Spring has a problem with L2 cache misses
- Replies: 35
- Views: 13510
Re: Spring has a problem with L2 cache misses
There's nothing new about that. See the above paper on procedure boundary elimination, also papers on superblocks (which gcc supports) and the like. I don't recommend bothering with that stuff though since it blows up your file size/compile times and the performance is very inconsistent at best. Al...
- 02 Mar 2015, 23:15
- Forum: Engine
- Topic: Spring has a problem with L2 cache misses
- Replies: 35
- Views: 13510
- 28 Feb 2015, 12:07
- Forum: Engine
- Topic: Spring has a problem with L2 cache misses
- Replies: 35
- Views: 13510
Re: Spring has a problem with L2 cache misses
@aeonios A lot of text for less real information ... @compilers Yes, some optimizations that help CPU ALU will kill L2. Mainly cause of the CPU/Mem gap often explained in L2 papers. Still since 10years CPUs don't become much faster anymore instead they increase the cores, so there is the chance tha...
- 28 Feb 2015, 10:55
- Forum: Help & Bugs
- Topic: Please confirm voidground failure
- Replies: 6
- Views: 1139
Re: Please confirm voidground failure
recheck your boolean understanding, it does what I said
and obv. it needs to check if ETC is supported, too (it's part of OES3)
and obv. it needs to check if ETC is supported, too (it's part of OES3)
- 28 Feb 2015, 08:12
- Forum: Help & Bugs
- Topic: Please confirm voidground failure
- Replies: 6
- Views: 1139
Re: Please confirm voidground failure
At least it doesn't report it does, cause spring checks for GL_EXT_texture_compression_s3tc and only when not available it recompress. Also the used etc1 compressor doesn't support an alpha channel, neither does many drivers support etc1/2 in hw. So it's a pure _fallback_ solution to not show a whit...
- 25 Feb 2015, 15:28
- Forum: Lua Scripts
- Topic: LUPS-manager
- Replies: 3
- Views: 897
Re: LUPS-manager
Gadget enviroment never had a lups_manager.lua
- 25 Feb 2015, 03:11
- Forum: Lua Scripts
- Topic: Get rid of default UI
- Replies: 31
- Views: 5618
Re: How do I get rid of default UI?
all you are missing is a callin GameSetup... or somehting