Search found 1844 matches
- 18 Sep 2018, 12:10
- Forum: Engine
- Topic: Physically Based Rendering
- Replies: 81
- Views: 63458
Re: Physically Based Rendering
2) extend gl.CreateTexture with cubemap support (easy-ish), then dynamically replace the skybox by your HDR environment cubemap via Spring.SetSkyBoxTexture (currently deadweight)
- 15 Sep 2018, 20:29
- Forum: Engine
- Topic: Physically Based Rendering
- Replies: 81
- Views: 63458
Re: Physically Based Rendering
Both screenshots look correct to me. The specular cubemap (top image) basically just stores C * pow(dot(N, L), e), where C is the sun's model specular color, L the sun direction and e the specular exponent. This is going to be black for most N's. Ravaged's skybox contains green near the horizon and ...
- 11 Sep 2018, 01:38
- Forum: General Discussion
- Topic: How does the Spring networking model work?
- Replies: 6
- Views: 2592
Re: How does the Spring networking model work?
In my understanding, the game host server runs its own copy of the simulation No, the simulation(s) exist(s) only on the client side. and computes a checksum of the game state every tick Clients do this. So each player sends a checksum of his game state to the server, and the server checks if this ...
- 10 Sep 2018, 22:59
- Forum: General Discussion
- Topic: How does the Spring networking model work?
- Replies: 6
- Views: 2592
Re: How does the Spring networking model work?
The server regulates game speed based on (by default) the average CPU usage value of all clients, which means players with slower-than-average CPU's will fall further and further behind the reference time but can stay ingame with increasing order latency. Eventually (though in practice never, since ...
- 02 Sep 2018, 15:32
- Forum: Game Development
- Topic: AllowUnitTransport(Load/Unload)
- Replies: 2
- Views: 2066
Re: AllowUnitTransport(Load/Unload)
Nope, I did. Coordinates are available in 686-g3fbba69.Did I miss something
- 28 Aug 2018, 21:59
- Forum: Linux
- Topic: Extremely slow on Intel i9-7920X unless WorkerThreadCount=0 or 1
- Replies: 1
- Views: 6147
Re: Extremely slow on Intel i9-7920X unless WorkerThreadCount=0 or 1
No need to make reports for ancient versions, test only the most recent (104.0.1-708-gedbecc7) maintenance build. Either false sharing or excessive lock contention (or broken affinity management) could be good candidate explanations, but I expect other shenanigans since a performance degradation thi...
- 27 Aug 2018, 18:23
- Forum: Linux
- Topic: Compiling the engine but also making it available to be used with server hosting
- Replies: 5
- Views: 7085
Re: Compiling the engine but also making it available to be used with server hosting
i don't know how to tell the compiling process to use that tag You would either have to hack the FetchSpringVersion macro in rts/build/cmake/UtilVersion.cmake, or set the core.abbrev value in your .gitconfig file to 7. Your git client (which is invoked by FetchSpringVersion) appears to be using a l...
- 27 Aug 2018, 15:11
- Forum: Infrastructure Development
- Topic: spring replay site
- Replies: 179
- Views: 76450
Re: spring replay site
Keep the cumulative resources-produced graphs so you can show exponential economic growth (or lack thereof).
- 27 Aug 2018, 14:32
- Forum: Linux
- Topic: Compiling the engine but also making it available to be used with server hosting
- Replies: 5
- Views: 7085
Re: Compiling the engine but also making it available to be used with server hosting
git describe --tags --abbrev=7
- 06 Aug 2018, 10:58
- Forum: Help & Bugs
- Topic: Help: Minimap and command boxes appear blank
- Replies: 4
- Views: 1771
Re: Help: Minimap and command boxes appear blank
GL version : 3.0 Mesa 17.2.8 GL vendor : X.Org GL renderer : AMD CAICOS (DRM 2.50.0 / 4.13.0-46-generic, LLVM 5.0.0) Your GPU driver is probably not configured with DDS / S3TC texture (de)compression support. There should be an option to enable it in driconf, but check the output of glxinfo for &qu...
- 30 Jun 2018, 14:01
- Forum: Map Creation
- Topic: Change Light map value
- Replies: 22
- Views: 20061
Re: Change Light map value
Could you please run the following minimal example widget on either Core Platform or Incandescence? This should have obvious effects if it works. local ssmfEmissionTexHandle = "" function widget:GetInfo() return { name = "Spring.SetMapShadingTexture", layer = 0, enabled = true, }...
- 30 Jun 2018, 12:06
- Forum: Map Creation
- Topic: Change Light map value
- Replies: 22
- Views: 20061
Re: Change Light map value
Neither, gajop's copypasta snippet visibly kills the default emission texture (as it should) for me on Core Platform.Is [DOES NOTHING] by design or just an oversight?
Which map(s) are you using to test this?
- 25 May 2018, 01:15
- Forum: Engine
- Topic: The differences between Develop and Maintenance
- Replies: 13
- Views: 7102
Re: The differences between Develop and Maintenance
this is how stuff looks like to me: https://i.imgur.com/9m3ILiB.jpg I'm going to guess your SpringData dir points to the wrong basecontent sdz's (only way I can replicate your screenshot), although that should lead to all sorts of errors. Add DebugGL=1 and DebugGLStacktraces=1 to springsettings.cfg...
- 24 May 2018, 19:12
- Forum: Engine
- Topic: The differences between Develop and Maintenance
- Replies: 13
- Views: 7102
Re: The differences between Develop and Maintenance
I expect/hope most of those are uniforms in disguise.
re: PS: upgrade to GLEW 2.1.0 (or hack away the version check)
re: PS2: pr-downloader's fault, it doesn't respect PREFER_STATIC_LIBS
re: PS: upgrade to GLEW 2.1.0 (or hack away the version check)
re: PS2: pr-downloader's fault, it doesn't respect PREFER_STATIC_LIBS
- 23 May 2018, 15:21
- Forum: Engine
- Topic: The differences between Develop and Maintenance
- Replies: 13
- Views: 7102
Re: The differences between Develop and Maintenance
For most UI code, removal of display lists has been the only major API breakage to occur so far and is easy to adapt to.probably completely unusable
That said, sticking with maintenance is a wiser course of action for the time being.
- 23 May 2018, 14:28
- Forum: Feature Requests
- Topic: Minimaps on the test spring.exe screen
- Replies: 3
- Views: 6882
Re: Minimaps on the test spring.exe screen
To coin an old phrase: Lua{Menu} it.
- 22 May 2018, 23:31
- Forum: Help & Bugs
- Topic: Game doesnt start anymore with spring engine 477 or newer
- Replies: 18
- Views: 3354
Re: Game doesnt start anymore with spring engine 477 or newer
Feed the startscript generated by springlobby to the engine manually (using a command prompt: "spring.exe script.txt") and check what happens.
If that also works normally, forward your issue to https://github.com/springlobby/springlobby/issues.
If that also works normally, forward your issue to https://github.com/springlobby/springlobby/issues.
- 04 May 2018, 19:59
- Forum: Feature Requests
- Topic: Supreme Commander like tiltzoom
- Replies: 2
- Views: 5581
Re: Supreme Commander like tiltzoom
Isolate the bug in a minimal standalone widget with one of the default cameras and report it on mantis.
- 03 May 2018, 15:33
- Forum: Engine
- Topic: GL 4 Progress and Help
- Replies: 19
- Views: 13928
Re: GL 4 Progress and Help
Yes and no, Metal/Vulkan are just the result of the AAA game industry (where people *want* the ability to write what are essentially mini-drivers) pushing for more control over performance.
Hobbyist projects don't dictate tech developments.
Hobbyist projects don't dictate tech developments.
- 03 May 2018, 13:54
- Forum: Engine
- Topic: GL 4 Progress and Help
- Replies: 19
- Views: 13928
Re: GL 4 Progress and Help
Apple dropped OpenGL like a rock after 4.1-core in favor of their Metal API and we don't exactly have the resources to implement a nice abstraction layer that can speak both dialects.
The only thing to do is wait or contribute code.
The only thing to do is wait or contribute code.