Search found 1844 matches
- 08 Feb 2018, 18:37
- Forum: Engine
- Topic: Assembling an sd7 from pool
- Replies: 5
- Views: 4100
Re: Assembling an sd7 from pool
- windows - hdd - virus scanner That's the majority of users, at least in ZK land. sd7/sdz has the drawback that it consumes more diskspace / traffic when multiple versions of the same game are installed It does, but we also live in an era of cheap terabyte-capacity drives and Spring content is *ti...
- 08 Feb 2018, 18:20
- Forum: Lua Scripts
- Topic: LuaIntro and random numbers
- Replies: 5
- Views: 3678
Re: LuaIntro and random numbers
It seems that during LuaIntro, math.random() is not seeded yet Not quite true, the basecontent LuaIntro/config.lua does contain a math.randomseed(os.gettime()) call that was added to fix https://springrts.com/mantis/view.php?id=3962 (though it actually seeds all unsynced Lua states) prior to commit...
- 08 Feb 2018, 18:20
- Forum: Lua Scripts
- Topic: Why does Spring not support Terra?
- Replies: 4
- Views: 3539
Re: Why does Spring not support Terra?
This might just be enough rope to hang not only yourself, but the entire world population ten times over.
- 06 Feb 2018, 14:44
- Forum: Engine
- Topic: Assembling an sd7 from pool
- Replies: 5
- Views: 4100
Re: Assembling an sd7 from pool
Is there a possibility that you can share games/maps downloaded by pooling (pr-downloader/rapid) by assembling somehow an sd7 from your pool folder? Yes, this is actually how the ZK project distributes game updates: downloads are split up using the pool, sd z archives for each version are assembled...
- 06 Feb 2018, 14:34
- Forum: Feature Requests
- Topic: Lua VM Memory dump
- Replies: 1
- Views: 5074
Re: Lua VM Memory dump
needs a complementary command to write PicassoVM memdumps
- 06 Jan 2018, 14:12
- Forum: Help & Bugs
- Topic: Flying commanders
- Replies: 4
- Views: 1135
Re: Flying commanders
Transports never follow the smoothmesh if given a load or unload order. You can work around this by inserting a move order (to roughly the same coordinates as the *load) in front of it.
Making aircraft look ahead further across terrain isn't too difficult but will cost performance.
Making aircraft look ahead further across terrain isn't too difficult but will cost performance.
- 19 Dec 2017, 16:19
- Forum: Engine
- Topic: 104 Questions
- Replies: 5
- Views: 2328
Re: 104 Questions
No, only the functions listed in https://github.com/spring/spring/blob/d ... u.cpp#L205 and https://github.com/spring/spring/blob/d ... u.cpp#L255.Is it the full UnsyncedCtrl and UnsyncedRead?
- 27 Nov 2017, 13:38
- Forum: Art & Modelling
- Topic: Noob Here - Animation Question.
- Replies: 6
- Views: 9008
Re: Noob Here - Animation Question.
Animations are handled via scripted forward kinematics, with models consisting of a hierarchy of rigid 'pieces' (similar to bones, except here each piece vertex only receives influence from a single skeletal link) that are translated and rotated by game code dynamically. Baked (or real-time) inverse...
- 22 Nov 2017, 12:50
- Forum: Engine
- Topic: Removing SM3 support
- Replies: 11
- Views: 3420
Re: Removing SM3 support
SM3 *support* was already removed long ago.
viewtopic.php?p=546048#p546048 is the reason the code still exists.
viewtopic.php?p=546048#p546048 is the reason the code still exists.
- 06 Nov 2017, 13:03
- Forum: Linux
- Topic: inactive window minimization issue
- Replies: 9
- Views: 10038
Re: inactive window minimization issue
Smart, but not quite smart enough to know that instead of exporting an env-var for Spring he could just do this...He so good. such smart.
... and leave the minimizing behavior of other SDL2 windows unaffected.springsettings.cfg wrote: MinimizeOnFocusLoss=0
- 21 Oct 2017, 13:29
- Forum: SPADS AutoHost
- Topic: Boxes do not work, game wont start
- Replies: 8
- Views: 3898
Re: Boxes do not work, game wont start
It would be nice if a new engine would work well on most games before it is released, and not like it's now that lets release this engine so we get people to properly test it. 1) The major games managed to transition smoothly, take some responsibility for your own? 2) It would be even nicer if peop...
- 17 Oct 2017, 21:08
- Forum: Engine
- Topic: Maintenance branch
- Replies: 20
- Views: 8338
- 05 Oct 2017, 20:18
- Forum: Engine
- Topic: OpenGL context and macOS
- Replies: 9
- Views: 5642
Re: OpenGL context and macOS
Does Spring rely on the Fixed Function Pipeline (whatever that is) at all? It does, as well as on GL3+ features. This is what makes Apple's decision to forego compatibility profiles problematic. Is it theoretically possible (given time/resources) to write a completely new rendering pipeline (e.g. b...
- 01 Oct 2017, 15:31
- Forum: Linux
- Topic: Compiling spring (104 but also 103) to be like the "minimal portables"
- Replies: 2
- Views: 5802
- 28 Sep 2017, 11:52
- Forum: Engine
- Topic: OpenGL context and macOS
- Replies: 9
- Views: 5642
Re: OpenGL context and macOS
A whole lot of work that is at least one major engine release away from being done.
Trace points to an OpenAL initialisation failure of some kind, no idea about the specifics.
Trace points to an OpenAL initialisation failure of some kind, no idea about the specifics.
- 27 Sep 2017, 16:24
- Forum: Engine
- Topic: OpenGL context and macOS
- Replies: 9
- Views: 5642
Re: OpenGL context and macOS
What would you be if you were attached to another object by an inclined plane, wrapped helically around an axis? Requesting a core context is not an option yet, but you can change the 3's to 2's on line https://github.com/spring/spring/blob/develop/rts/Rendering/GlobalRendering.cpp#L31 to downgrade ...
- 22 Sep 2017, 19:31
- Forum: General Discussion
- Topic: What exactly do current game developers want?
- Replies: 41
- Views: 31839
Re: What exactly do current game developers want?
I didn't write that to ask users for a wish list. I want Changed your mind already? - Total Lua memory usage (that counts towards the 800MB memory limit and is displayed in /debug). - Memory usage of each state separately (it's currently impossible to measure memory usage of synced states afaik). E...
- 22 Sep 2017, 18:53
- Forum: Engine
- Topic: A few questions about "handle raw movement directly in the PFS" commit
- Replies: 9
- Views: 4088
Re: A few questions about "handle raw movement directly in the PFS" commit
Support for longer raw paths also requires a (moderately intelligent) layer to examine speed-modifier variance or players will complain about units taking more time to reach their goals across hills/puddles/etc despite moving in straight lines. I'm not convinced it would be advisable, but you can do...
- 20 Sep 2017, 00:37
- Forum: Engine
- Topic: A few questions about "handle raw movement directly in the PFS" commit
- Replies: 9
- Views: 4088
Re: A few questions about "handle raw movement directly in the PFS" commit
When you bribe the right people to break us out of feature-freeze prison before releasing 104.
BA test servers can also just host {NativeRawMove}103.0.1-1475-g46eaa69 (or later) which is available for download via the link above.
BA test servers can also just host {NativeRawMove}103.0.1-1475-g46eaa69 (or later) which is available for download via the link above.
- 17 Sep 2017, 17:35
- Forum: Help & Bugs
- Topic: unitdefs inconsistency running spring.exe vs springlobby
- Replies: 4
- Views: 1438
Re: unitdefs inconsistency running spring.exe vs springlobby
Precisely, and what relation exists between unitdefs_post, the mod-option (string) "velocitymult" and the line referencing (number) unitDef.maxvelocity?the mod options change