Search found 4993 matches
- 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!
- 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!
- 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!
- 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!
- 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...
- 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
- 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.
- 12 Nov 2021, 12:28
- Forum: Ingame Community
- Topic: another botflag required please
- Replies: 6
- Views: 4119
Re: another botflag required please
Set. HF!
- 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 :)
- 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
- 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...
- 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...
- 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 :)
- 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....
- 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.
https://springfiles.springrts.com/?type ... a9f90243b1
Mapoptions for dry, normal, and very wet.
https://springfiles.springrts.com/?type ... a9f90243b1
- 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!
https://springfiles.springrts.com/?type ... ea76c419c2
https://springfiles.springrts.com/?type ... ea76c419c2
- 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...
- 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...
- 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 :)
- 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!
Also, dont blame camelcase, blame it on someone who thought turning all map/modoptions table keys to lowercase!