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by Kloot
08 Feb 2018, 18:37
Forum: Engine
Topic: Assembling an sd7 from pool
Replies: 5
Views: 4049

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...
by Kloot
08 Feb 2018, 18:20
Forum: Lua Scripts
Topic: LuaIntro and random numbers
Replies: 5
Views: 3636

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...
by Kloot
08 Feb 2018, 18:20
Forum: Lua Scripts
Topic: Why does Spring not support Terra?
Replies: 4
Views: 3526

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.
by Kloot
06 Feb 2018, 14:44
Forum: Engine
Topic: Assembling an sd7 from pool
Replies: 5
Views: 4049

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...
by Kloot
06 Feb 2018, 14:34
Forum: Feature Requests
Topic: Lua VM Memory dump
Replies: 1
Views: 5021

Re: Lua VM Memory dump

needs a complementary command to write PicassoVM memdumps
by Kloot
06 Jan 2018, 14:12
Forum: Help & Bugs
Topic: Flying commanders
Replies: 4
Views: 1129

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.
by Kloot
19 Dec 2017, 16:19
Forum: Engine
Topic: 104 Questions
Replies: 5
Views: 2311

Re: 104 Questions

Is it the full UnsyncedCtrl and UnsyncedRead?
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.
by Kloot
27 Nov 2017, 13:38
Forum: Art & Modelling
Topic: Noob Here - Animation Question.
Replies: 6
Views: 8825

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...
by Kloot
22 Nov 2017, 12:50
Forum: Engine
Topic: Removing SM3 support
Replies: 11
Views: 3383

Re: Removing SM3 support

SM3 *support* was already removed long ago.

viewtopic.php?p=546048#p546048 is the reason the code still exists.
by Kloot
06 Nov 2017, 13:03
Forum: Linux
Topic: inactive window minimization issue
Replies: 9
Views: 9932

Re: inactive window minimization issue

He so good. such smart.
Smart, but not quite smart enough to know that instead of exporting an env-var for Spring he could just do this...
springsettings.cfg wrote: MinimizeOnFocusLoss=0
... and leave the minimizing behavior of other SDL2 windows unaffected.
by Kloot
21 Oct 2017, 13:29
Forum: SPADS AutoHost
Topic: Boxes do not work, game wont start
Replies: 8
Views: 3873

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...
by Kloot
17 Oct 2017, 21:08
Forum: Engine
Topic: Maintenance branch
Replies: 20
Views: 8271

Re: Maintenance branch

.
by Kloot
05 Oct 2017, 20:18
Forum: Engine
Topic: OpenGL context and macOS
Replies: 9
Views: 5594

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...
by Kloot
28 Sep 2017, 11:52
Forum: Engine
Topic: OpenGL context and macOS
Replies: 9
Views: 5594

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.
by Kloot
27 Sep 2017, 16:24
Forum: Engine
Topic: OpenGL context and macOS
Replies: 9
Views: 5594

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 ...
by Kloot
22 Sep 2017, 19:31
Forum: General Discussion
Topic: What exactly do current game developers want?
Replies: 41
Views: 30940

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...
by Kloot
22 Sep 2017, 18:53
Forum: Engine
Topic: A few questions about "handle raw movement directly in the PFS" commit
Replies: 9
Views: 4034

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...
by Kloot
20 Sep 2017, 00:37
Forum: Engine
Topic: A few questions about "handle raw movement directly in the PFS" commit
Replies: 9
Views: 4034

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.
by Kloot
17 Sep 2017, 17:35
Forum: Help & Bugs
Topic: unitdefs inconsistency running spring.exe vs springlobby
Replies: 4
Views: 1434

Re: unitdefs inconsistency running spring.exe vs springlobby

the mod options change
Precisely, and what relation exists between unitdefs_post, the mod-option (string) "velocitymult" and the line referencing (number) unitDef.maxvelocity?

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