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by Beherith
07 Jan 2022, 10:41
Forum: Community Blog
Topic: [misc] maintenance of springrts.com this thursday (2022.01.06)
Replies: 9
Views: 17940

Re: [misc] maintenance of springrts.com this thursday (2022.01.06)

There was some outage last night CET around 11-2am, though you probably know about it :) Thanks!
by Beherith
06 Jan 2022, 10:33
Forum: Community Blog
Topic: [misc] maintenance of springrts.com this thursday (2022.01.06)
Replies: 9
Views: 17940

Re: [misc] maintenance of springrts.com this thursday (2022.01.06)

Cool! I see that buildbot is uploading engines to Springfiles too :D YAY!
by Beherith
05 Jan 2022, 23:30
Forum: Map Releases
Topic: Riverrun_V1
Replies: 4
Views: 3348

Re: Riverrun_V1

Thanks guys, it actually plays very well and was much better received by the community than i expected. Regarding the more fragmented metal spot s, i didn't even think of that yet, by there is a single slider i have to adjust in world machine to control distortion level of metal spot appearance!
by Beherith
05 Jan 2022, 23:23
Forum: Community Blog
Topic: [misc] maintenance of springrts.com this thursday (2022.01.06)
Replies: 9
Views: 17940

Re: [misc] maintenance of springrts.com this thursday (2022.01.06)

Thank you for the heads up and the maintenance!
by Beherith
30 Dec 2021, 13:26
Forum: Map Releases
Topic: Riverrun_V1
Replies: 4
Views: 3348

Riverrun_V1

New christmas map, 24x24, plenty of 1.6 value mexes everywhere, quite open but still offers strategic positions. All units except fleas can pass rivers. Pure world machine, source included! https://springfiles.springrts.com/?type=2&filter=6adcd96e7674e04168b44f68579901bd https://springrts.com/ph...
by Beherith
10 Dec 2021, 18:44
Forum: Game Development
Topic: LuaGadgets for discrete income economy ? (I think Gundam had?)
Replies: 9
Views: 17588

Re: LuaGadgets for discrete income economy ? (I think Gundam had?)

You could make everything cost 0, and just tie the start of construction to allowcommand, would probably be less hacky than paralyze, and youd get all the advantages of stuff under construction
by Beherith
25 Nov 2021, 21:02
Forum: Feature Requests
Topic: AllowFeatureBuildStep() called when wreck is resurrected
Replies: 1
Views: 3176

Re: AllowFeatureBuildStep() called when wreck is resurrected

For anyone else finding this, yes, it now does get called on resurrect, with small positive step.
by Beherith
12 Nov 2021, 12:28
Forum: Ingame Community
Topic: another botflag required please
Replies: 6
Views: 4119

Re: another botflag required please

Set. HF!
by Beherith
08 Nov 2021, 09:14
Forum: Ingame Community
Topic: another botflag required please
Replies: 6
Views: 4119

Re: another botflag required please

Exact account names please :)
by Beherith
21 Oct 2021, 17:13
Forum: Engine
Topic: Help finding the BumpWater Tiles Generator PHP Script
Replies: 2
Views: 3084

Re: Help finding the BumpWater Tiles Generator PHP Script

Here is a very exagerated example for numtiles = 4
by Beherith
21 Oct 2021, 14:33
Forum: Engine
Topic: Help finding the BumpWater Tiles Generator PHP Script
Replies: 2
Views: 3084

Re: Help finding the BumpWater Tiles Generator PHP Script

Despite my investigations, I was not able to decipher the order in which tiles are displayed, and it was proving exceedingly difficult to create a normal map that tiles arbitrarily in subtiles, but also has additional variations, so the next best thing is the following: 1. Use a bumpmap that is tile...
by Beherith
17 Oct 2021, 10:31
Forum: Engine
Topic: Help finding the BumpWater Tiles Generator PHP Script
Replies: 2
Views: 3084

Help finding the BumpWater Tiles Generator PHP Script

The normal map for it is somehow cleverly tiled (base/bitmaps/waterbump.png), and the tiles are modulated, but I'm having trouble figuring out what kind of edge blending could have been used to generate it. There are some odd references in some documentation about a php script used to generate the t...
by Beherith
08 Oct 2021, 11:46
Forum: Ingame Community
Topic: botflag required please
Replies: 4
Views: 3434

Re: botflag required please

Yes i set their botflags :)
by Beherith
04 Oct 2021, 22:02
Forum: Map Releases
Topic: Ditched V1
Replies: 0
Views: 4880

Ditched V1

A variation on Entrenched plains, but instead of 24x16 sized, this one is only 18x12 sized for faster gameplay. For 20 players, but great for PvE games too! World machine sources included, https://springrts.com/phpbb/download/file.php?mode=view&id=11539 https://springrts.com/phpbb/download/file....
by Beherith
04 Oct 2021, 21:59
Forum: Map Releases
Topic: Tempest V3
Replies: 0
Views: 4544

Tempest V3

A remake of another excellent HunterW map. Pure world machine, sources included!

Mapoptions for dry, normal, and very wet.

Image

https://springfiles.springrts.com/?type ... a9f90243b1
by Beherith
04 Oct 2021, 21:39
Forum: Map Releases
Topic: Cloud9 V2
Replies: 0
Views: 4702

Cloud9 V2

A 3x3 version of Asteroid Mines, size 18x18, same resources of 25 wind, 2 metal per spot. World machine, with sources!

Image

https://springfiles.springrts.com/?type ... ea76c419c2
by Beherith
04 Oct 2021, 21:37
Forum: Map Releases
Topic: Asteroid Mines V2
Replies: 1
Views: 2832

Asteroid Mines V2

A new metal map, 25 wind and 2.0 metal per extractor. Small, only 12x12 for 4 players. Made with world machine, sources included. https://springrts.com/phpbb/download/file.php?mode=view&id=11535 https://springrts.com/phpbb/download/file.php?mode=view&id=11534 https://springfiles.springrts.co...
by Beherith
04 Oct 2021, 21:29
Forum: Map Releases
Topic: Frozen Ford V2
Replies: 1
Views: 3259

Frozen Ford V2

A new map, this time, with the guest appearance of skyreflectmodtex. The normals rotation for skyreflectmodtex (along with the skycube reflecttex rendering) was fixed in the engine, so for best results, play this map on the BAR version for now, until ivand's improvements propagate upstream. Once aga...
by Beherith
29 Sep 2021, 21:30
Forum: Map Releases
Topic: High Forts
Replies: 5
Views: 4618

Re: High Forts

I like the concept of there being deadly unplayable areas, with nice safe bases :)
by Beherith
24 Sep 2021, 13:32
Forum: Lua Scripts
Topic: Getting memory usage of a single widget
Replies: 4
Views: 11593

Re: Getting memory usage of a single widget

Ok, ill keep trying to dig deeper, as trying to recursively traverse all tables at a depth of 4 becomes already too large :)

Also, dont blame camelcase, blame it on someone who thought turning all map/modoptions table keys to lowercase! :P

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