Search found 583 matches
- 16 Mar 2018, 08:34
- Forum: Balanced Annihilation
- Topic: Old "maintenance" builds used for BA autohosts
- Replies: 11
- Views: 6122
Re: Old "maintenance" builds used for BA autohosts
Is there a way to see how much mem a gadget uses? It's impossible to count, unfortunately. Within each lua state, there is no 'formal' division between what is a gadget/addon and what is other stuff, or which gadget/addon is which. There is nothing that tracks ownership/allocation of memory by part...
- 02 Mar 2018, 23:58
- Forum: Bounty Offers
- Topic: [DONE] Upgrade buildGit to handle submodules
- Replies: 16
- Views: 17902
Re: Upgrade buildGit to handle submodules
Indeed, TurBoss and I both want this to go into spring. I'm not sure how we can hold funds due spring at the moment, maybe abma can help. Otherwise, you may have to hold onto the money until we find a use XD.
- 01 Mar 2018, 19:57
- Forum: Bounty Offers
- Topic: [DONE] Upgrade buildGit to handle submodules
- Replies: 16
- Views: 17902
Re: Upgrade buildGit to handle submodules
¡Hola!
I was working here with TurBoss and we think we have it working.
Before deploying it could be nice if someone else could take a look (commits are in the repository)
I was working here with TurBoss and we think we have it working.
Before deploying it could be nice if someone else could take a look (commits are in the repository)
- 19 Feb 2018, 23:59
- Forum: General Discussion
- Topic: Camera widgets and setups
- Replies: 3
- Views: 1657
Re: Camera widgets and setups
A the moment it is very very basic - you can set keyframes and then the camera moves between them in linear interpolation. (make sure you turn off smoothcam if you have it on). You can also use it record extremely accurate no-lag 60 fps but with no sound. Things like tracking a unit could definitely...
- 18 Jan 2018, 22:27
- Forum: Balanced Annihilation
- Topic: Save/load now possible ??
- Replies: 9
- Views: 3988
Re: Save/load now possible ??
This thread reminds me of https://www.youtube.com/watch?v=MtN1YnoL46QPicassoCT wrote:Fucking lazy time travellers- come down here into the mud. Go to straining your back maintaining - but instead they just zap in and out.
- 18 Jan 2018, 22:25
- Forum: Balanced Annihilation
- Topic: Save/load now possible ??
- Replies: 9
- Views: 3988
Re: Save/load now possible ??
I don't want users who don't express themselves in a polite and productive manner, whether new or old.Super Mario wrote:What? You don't want new users now?
- 18 Jan 2018, 17:23
- Forum: Balanced Annihilation
- Topic: Save/load now possible ??
- Replies: 9
- Views: 3988
Re: Save/load now possible ??
and good riddanceR-TEAM wrote:Thanks - so nothing substantial have changed over 6 years .... o.k. - so long :)hokomoko wrote:No, it is not possible.
- 17 Jan 2018, 18:59
- Forum: Balanced Annihilation
- Topic: Save/load now possible ??
- Replies: 9
- Views: 3988
Re: Save/load now possible ??
No, it is not possible.
- 13 Jan 2018, 20:30
- Forum: Engine
- Topic: Maintenance branch
- Replies: 20
- Views: 8318
Re: Maintenance branch
I've updated maintenance branch, builds should be up somewhen. Breakages are quite possible.
- 30 Dec 2017, 13:30
- Forum: Game Development
- Topic: Mod unit list tool?
- Replies: 14
- Views: 5027
Re: Mod unit list tool?
The very point of having config files isolated is that they should be static. Did you just argue with a post from 2010? Also, this really isn't the point. https://github.com/spring1944/spring1944/pull/7 wouldn't have been possible with static defs a-la fbi. defs are isolated for organisation reason...
- 29 Dec 2017, 10:02
- Forum: Game Development
- Topic: The feasability of Spring as a battle engine in a wider game
- Replies: 10
- Views: 3514
Re: The feasability of Spring as a battle engine in a wider game
Extremely feasible, and already done to some effect in ZK planet wars.
In the game script you can add custom fields - gadgets can then read them and spawn what units are necessary.
In the game script you can add custom fields - gadgets can then read them and spawn what units are necessary.
- 24 Dec 2017, 17:32
- Forum: News
- Topic: Merry Christmas
- Replies: 3
- Views: 7926
Merry Christmas
Seasonal Greetings, merry Christmas and a very happy new year to all players, devs and contributors of this community!
- 21 Dec 2017, 14:12
- Forum: Mac OS X
- Topic: MacOS SpringRTS OSX Build
- Replies: 142
- Views: 116685
Re: MacOS SpringRTS OSX Build
I have some spare mini's which im happy to give remote access to if people need it to build Also I have plenty of server space to host files If popele want me to setup something, please should and ill sort I dont have time for the builds tho! Thanks for the offer! At the moment I don't have time to...
- 18 Dec 2017, 10:16
- Forum: Off Topic Discussion
- Topic: not dead..
- Replies: 14
- Views: 30722
Re: not dead..
Thanks for the update and get well!
- 12 Dec 2017, 23:39
- Forum: Engine
- Topic: 104 Questions
- Replies: 5
- Views: 2321
Re: 104 Questions
firebase this unit is loaded into
- 23 Nov 2017, 00:09
- Forum: Engine
- Topic: Removing SM3 support
- Replies: 11
- Views: 3410
- 22 Nov 2017, 13:04
- Forum: Engine
- Topic: Removing SM3 support
- Replies: 11
- Views: 3410
Re: Removing SM3 support
hmm, well, problem solved I guess.
I think the historical reference isn't important anymore, especially as we keep making commits affecting it whenever some wide change is done:
https://github.com/spring/spring/commit ... ts/Map/SM3
I'll remove it unless there are relevant objections.
I think the historical reference isn't important anymore, especially as we keep making commits affecting it whenever some wide change is done:
https://github.com/spring/spring/commit ... ts/Map/SM3
I'll remove it unless there are relevant objections.
- 22 Nov 2017, 10:47
- Forum: Engine
- Topic: Removing SM3 support
- Replies: 11
- Views: 3410
Removing SM3 support
I think it is time.
RFC
RFC
- 09 Nov 2017, 17:25
- Forum: Engine
- Topic: OpenGL context and macOS
- Replies: 9
- Views: 5637
Re: OpenGL context and macOS
Fixed Function Pipeline code will be removed, so compatibility mode won't be necessary. With core context, at least graphics should pose less of a problem.
- 01 Nov 2017, 18:09
- Forum: Balanced Annihilation
- Topic: No commanders spawning
- Replies: 7
- Views: 3679
Re: No commanders spawning
Thinksome, don't be a dick. OH WAIT.
I should probably get warned for this, sorry mods
I should probably get warned for this, sorry mods