Search

Search found 78 matches

by MaDDoX
07 Jan 2020, 22:54
Forum: SpringLobby Client
Topic: SpringLobby testing for springlobby 0.268
Replies: 22
Views: 14832

Re: SpringLobby testing for springlobby 0.268

Hey @abma , we've got a good numbers of new players trying to play TA Prime after its release, but failing hard due to some SpringLobby issues. Players in Asia and Russia some times don't get the validation e-mail, sometimes it takes more than a day and then there's no way to re-open the 'enter code...
by MaDDoX
30 Dec 2019, 14:57
Forum: TA Prime
Topic: Welcome & News
Replies: 0
Views: 9825

Welcome & News

Welcome to the TA Prime (TAP, for short) forum. Feel free to discuss balance, bugs and feature requests here. I’ll also share news on new versions (including changelogs) and tourneys. Right now version 1.01 is under works, fixing a couple minor incompatibilities with the latest Spring maintenance en...
by MaDDoX
29 Dec 2019, 05:34
Forum: Map Releases
Topic: Hourglass v1.0
Replies: 0
Views: 7684

Hourglass v1.0

https://springrts.com/phpbb/download/file.php?id=10952 Celebrating TA Prime’s (www.fluidplay.co/taprime) release week, I’m also releasing my first Spring map, Hourglass. It was designed with TAP & BA economies in mind, and extensively play-tested on many matches during TAP’s beta development, b...
by MaDDoX
25 Dec 2019, 03:36
Forum: Community Blog
Topic: [game] TA Prime v1.0 Public Release - $250 1v1 Tourney Announcement
Replies: 0
Views: 13861

[game] TA Prime v1.0 Public Release - $250 1v1 Tourney Announcement

https://springrts.com/phpbb/download/file.php?id=10947 'Travel 2000 years to the “past” of Total Annihilation days, and engage on hard-fought battles with forgotten technology and special attacks. TA Prime is a fan-made prequel to the 1999 smash hit RTS, elected by GameSpy as the best Real-Time Str...
by MaDDoX
02 Feb 2019, 16:27
Forum: SPADS AutoHost
Topic: TrueSkill 2 vs WHR
Replies: 16
Views: 14385

Re: TrueSkill 2 vs WHR

As long as something reasonably sane was chosen, I doubt it's worth agonizing over precisely what prior is best. What matters is if the proxy metrics for player skill can actually reflect the long term reality of who wins & loses more often. I didn't mean the former, much rather the latter :) W...
by MaDDoX
31 Jan 2019, 11:07
Forum: SPADS AutoHost
Topic: TrueSkill 2 vs WHR
Replies: 16
Views: 14385

Re: TrueSkill 2 vs WHR

Have you thought of a way to collect the required data (killed/lost units ratio or destroyed metal / lost metal ratio) from matches? This would be relatively trivial to do in a gadget, like the Awards gadget, then submit to SPADS - either natively or through a plugin, there's a callback to override...
by MaDDoX
28 Jan 2019, 21:18
Forum: SPADS AutoHost
Topic: TrueSkill 2 vs WHR
Replies: 16
Views: 14385

TrueSkill 2 vs WHR

Hey guys, I'm considering the development of a new plugin for SPADS replacing the (now obsolete) TrueSkill by the new TrueSkill 2 calculation. Given it's an official MS thing, I just thought that maybe it should be an update (or option?) to SPADS itself, instead of a plugin. What do you think? My pe...
by MaDDoX
27 Jan 2019, 06:58
Forum: Engine
Topic: Physically Based Rendering
Replies: 81
Views: 65940

Re: Physically Based Rendering

Beautiful, height/vertex blend is amazing. It's worth mentioning that in Ivand's PBR terrain implementation you're not limited to 4 materials as in the standard splats technique, you're only limited to the amount of max textures at once - 24, if memory doesn't fail me. So you can have, for instance,...
by MaDDoX
09 Oct 2018, 01:43
Forum: Engine
Topic: Physically Based Rendering
Replies: 81
Views: 65940

Re: Physically Based Rendering

I can confirm the result of the commit I got is the exact same visual appearance as what I get in Substance or Sketchfab. Truly amazing, Unity for instance has some hard time getting the proper final look in a PBR-textured model. Animated gif from the final effect: https://media.giphy.com/media/5bb7...
by MaDDoX
16 Sep 2018, 04:14
Forum: Engine
Topic: Physically Based Rendering
Replies: 81
Views: 65940

Re: Physically Based Rendering

I've been collaborating with Ivand to get this working, mostly from a technical artist point of view - model & textures also provided, they're for a WIP new Spring game. Amazing job so far Ivand, I can't tell you how happy I am with what you accomplished! :) This is the #1 graphical breakthrough...
by MaDDoX
16 Aug 2018, 09:18
Forum: Map Creation
Topic: 4 geovent decals, 4 mex decals
Replies: 3
Views: 6716

Re: 4 geovent decals, 4 mex decals

Good job! Hey Silentwings, do you know if there's a way to place a decal with normals?
by MaDDoX
08 Aug 2018, 06:56
Forum: Engine
Topic: SpringRTS development with gajop
Replies: 17
Views: 11803

Re: SpringRTS development with gajop

Next video topic could be "porting a user-submitted GLSL shader to Spring".
I'd be the "user-submitter", of course :wink:
by MaDDoX
25 Jun 2018, 19:24
Forum: Balanced Annihilation
Topic: An open letter/epitaph to BA and it's "community"
Replies: 12
Views: 8465

Re: An open letter/epitaph to BA and it's "community"

Balance by committee is bad, balance by deaf ears is even worse. It's obvious the huge experience and knowledge of the game some of the BA devs have, but using that as a quick trigger gun to dismiss the users' complaints is a terrible attitude and could only lead to this kind of scenario. Even if th...
by MaDDoX
01 May 2018, 16:55
Forum: Lua Scripts
Topic: Unit Morphing LuaRules Gadget
Replies: 15
Views: 8329

Re: Unit Morphing LuaRules Gadget

The latest I could find :) Forboding Angel has added it successfully to a recent EvoRTS release. My current dev version also includes morph pause (must have!) and a powerful morph queue, with which you can queue units/structures to be morphed and they're morphed one at a time, to prevent stalling yo...
by MaDDoX
11 Apr 2018, 00:35
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 116979

Re: MacOS SpringRTS OSX Build

Hey Picasso, if you got any say on this, please try and make PBR (Physically based rendering) shaders possible in Spring. Like this, in ShaderToy: https://www.shadertoy.com/view/4sSfzK That's what all high-end engines and professional art pipelines use and it makes a world of difference in terms of ...
by MaDDoX
06 Feb 2018, 19:49
Forum: Lua Scripts
Topic: Notepad++ Autocomplete XML
Replies: 6
Views: 51723

Re: Notepad++ Autocomplete XML

@jamerlan no luck making mocaccino running with the older/more mature 'Lua' plugin. Not sure if I missed something. Anyways, it's nice to install the lua plugin first so IntelliJ also finds/autocompletes the lua standard libraries. Then you disable it and enables EmmyLua. Again, you can probably do ...
by MaDDoX
06 Feb 2018, 15:41
Forum: Lua Scripts
Topic: Notepad++ Autocomplete XML
Replies: 6
Views: 51723

Re: Notepad++ Autocomplete XML

How to setup Spring autocomplete in IntelliJ IDEA (community or Pro): Download the zip and extract the SDK folder from: https://github.com/PicassoCT/SpringLuaMoccacino Within IntelliJ, go to settings, install or make sure the EmmyLua plugin active Project > External Libraries > <LuaJ> > RMB > Open L...
by MaDDoX
18 Jan 2018, 22:44
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 116979

Re: MacOS SpringRTS OSX Build

I doubt you'd get anyone to do it, since - from what the engine guys said - it would require a complete overhaul of the graphics pipeline, or having it run on Metal which would be even less probable considering the amount of OSX players. 105 theoretically will have enough meat to allow it to work on...
by MaDDoX
14 Dec 2017, 05:01
Forum: Lua Scripts
Topic: Unit Morphing LuaRules Gadget
Replies: 15
Views: 8329

Re: Unit Morphing LuaRules Gadget

Not sure if I should post it here or in a new thread, but here it goes. I've cooked up a new version of unit_morph.lua with the following improvements: -- Default buildtime, buildcostenergy and buildcostmetal is now the difference between original and target unit values -- Accepts and prioritizes de...
by MaDDoX
28 Nov 2017, 18:30
Forum: Art & Modelling
Topic: ASSIMP non-Blender + Photoshop workflow
Replies: 10
Views: 10476

Re: ASSIMP non-Blender + Photoshop workflow

Hi Methuselas. The first 3D package I used was Imagine on the Amiga, then I started on Lightwave beta (there was an e-mail list where the devs actually replied back then!) and stayed in it for more than a decade. These days I use Maya and Modo for almost everything, still visiting Lightwave from tim...

Go to advanced search