Isn't that a different category? This is about animation of models. MD5 contains both model data and animation, but still needs to be animated with COB-like code to do things like aim animations.I'm pretty much of the opinion that finished MD5 support's more important long-term anyhow.
Search found 2387 matches
- 09 Apr 2009, 21:53
- Forum: Engine
- Topic: RE: Lua animation (cob replacement)
- Replies: 37
- Views: 2349
Re: RE: Lua animation (cob replacement)
- 27 Mar 2009, 16:20
- Forum: Engine
- Topic: Integrating alternate model formats
- Replies: 139
- Views: 22189
Re: Integrating alternate model formats
I get the feeling people are talking about 2 different things here. There is rendering multiple textures on top of eachother (Which spring already does), and there is having multiple textures per s3o model, so you don't have to put all texturing in a single UV space. This is what spring does not do,...
- 25 Mar 2009, 16:43
- Forum: Engine
- Topic: Upspring 1.54
- Replies: 436
- Views: 54508
Re: Upspring 1.54
AFAIK the SVN source is of 1.54 pre-conversion to Euler angles, and my patch was based on that revision as well. I don't think there were any other changes between April 2007 and May 2008 (the SVN log seems to agree). PS. I wouldn't mind bringing the patch up to date again or doing some general wor...
- 25 Mar 2009, 16:19
- Forum: Community Blog
- Topic: [misc] Spring applied for GSoC 2009
- Replies: 71
- Views: 20252
Re: Spring applied for GSoC 2009
I can't find pessimistic comments in the gsoc thread, but I do agree with the last. If you look at other projects, they are really prepared for GSOC, have mentors and projects ready also.
Anyway, hopefully more luck next year..
Anyway, hopefully more luck next year..
- 25 Mar 2009, 14:58
- Forum: Engine
- Topic: Upspring 1.54
- Replies: 436
- Views: 54508
Re: Upspring 1.54
Is that up-to-date? The source is also avaiable in the NSIS installer, but you'll have to install that on windows (or wine).
- 25 Mar 2009, 00:52
- Forum: Art & Modelling
- Topic: Double-sided faces
- Replies: 9
- Views: 1665
Re: Double-sided faces
For what it's worth, Upspring does render the back faces, it's just when it gets to Spring they vanish. That's just because back face culling is not enabled default in upspring. Click within the view on "3D" and select "Cull faces" to see it like it is in spring. What you can do...
- 14 Feb 2009, 00:58
- Forum: Engine
- Topic: GSOC 2009?
- Replies: 35
- Views: 4001
Re: GSOC 2009?
But that still leaves the original problem... who's going to be a mentor?
Doesn't any of the current dev's want to be mentor? Making a multiple of 500$ just to track progress/evaluate doesn't seem too bad right. tobi/kloot/imbaczek?
Doesn't any of the current dev's want to be mentor? Making a multiple of 500$ just to track progress/evaluate doesn't seem too bad right. tobi/kloot/imbaczek?
- 14 Feb 2009, 00:58
- Forum: General Discussion
- Topic: Is it just me or is the A.I. incredibly hard to beat?
- Replies: 13
- Views: 1190
Re: Is it just me or is the A.I. incredibly hard to beat?
you just have to develop your playing speed, by using queuing a lot for example. Most other games don't even support it that much (besides supcom). Once you can control a lot of units, you can start improving economy buildup and attacking. Then beating an AI will be pretty easy.
- 03 Feb 2009, 01:33
- Forum: Engine
- Topic: GSOC 2009?
- Replies: 35
- Views: 4001
Re: GSOC 2009?
Can 'students' take part in gsoc even if they are not real students? You need to be registered as a student somewhere afaik. Hm fixing sm3 suddenly sounds a lot more attractive when you get 4500$ for it :) I think I could work that into my schedule :) For ideas: How about deferred shading? Seems to...
- 31 Jan 2009, 03:53
- Forum: General Discussion
- Topic: menu system
- Replies: 23
- Views: 1436
Re: menu system
+1, this is really important. Usability is the #1 problem of spring IMO.
This would also open up the way to use the engine for small single player games, a more general game engine.
This would also open up the way to use the engine for small single player games, a more general game engine.
Re: Map Stuff
tldr I knew about geometry clipmaps before writing sm3 stuff, but I didn't use it because it would rule out a lot of the spring playerbase (at the time, and it would still do problably. You need vertex textures for it AFAIK. ) SM3 is doing the geometry rendering just fine, faster than smf actually. ...
- 06 Jan 2009, 23:26
- Forum: Feature Requests
- Topic: Cash for developing/fixing/deploying SM3
- Replies: 44
- Views: 3476
Re: Cash for developing/fixing/deploying SM3
Someone named Mikosz is actually looking at writing a new map system as a master thesis project. He told me his adviser had accepted the idea, so he could be working on it right now. That's all I know.
- 22 Dec 2008, 01:26
- Forum: Off Topic Discussion
- Topic: Why aren't bits, bytes, etc... base 10?
- Replies: 12
- Views: 782
Re: Why aren't bits, bytes, etc... base 10?
The question is inconsistent. 1 byte being 10 bits, would still make it base 2. The base 2 is a property of bits having 2 states, it has nothing to do with the size of a byte.Why aren't units of information base 10?
eg: 10 bit = 1 byte instead of 8 bit = 1 byte
- 11 Dec 2008, 01:06
- Forum: Feature Requests
- Topic: MoveInAStraightLine
- Replies: 12
- Views: 604
Re: PathFindEfficiently
Making it possible to code your own pathfinding in lua would be a better implementation IMO.
PathFindEfficiently sounds kinda weird, as if the standard procedure is to path find inefficiently...
PathFindEfficiently sounds kinda weird, as if the standard procedure is to path find inefficiently...
- 09 Dec 2008, 13:39
- Forum: Engine
- Topic: problem with feature freeze
- Replies: 19
- Views: 795
Re: problem with feature freeze
Wow that is really good news. This was a really big problem for any progress towards skeletal animation formats.
- 05 Dec 2008, 16:40
- Forum: Dedicated Developer Discussion
- Topic: feature freeze for 0.78 (sort of)
- Replies: 14
- Views: 4103
Re: feature freeze for 0.78 (sort of)
The spring version number is not a real number, it's a special kind of primitive 
We used to treat the 0.ab version number more like a 0.a.b version number, because it went from 0.40, 0.50, 0.51, 0.60.

We used to treat the 0.ab version number more like a 0.a.b version number, because it went from 0.40, 0.50, 0.51, 0.60.
- 05 Dec 2008, 01:05
- Forum: Dedicated Developer Discussion
- Topic: feature freeze for 0.78 (sort of)
- Replies: 14
- Views: 4103
Re: feature freeze for 0.78 (sort of)
It is a little weird yeah, considering 0.67 -> 0.70 was the switch to multiplatform code, 0.78 suggests spring has only added some simple features since 0.70, ignoring the huge improvements in lua scripting.
- 02 Dec 2008, 01:38
- Forum: Feature Requests
- Topic: True dual monitor support
- Replies: 20
- Views: 6257
Re: True dual monitor support
The problem is mostly that SDL doesn't support dual screen yet, so a lot of platform specific code will have to be written to support this. The easiest and cleanest solution is therefore just to wait for SDL 2 (IIRC) and then implement it.
- 30 Nov 2008, 16:40
- Forum: Argh's Projects
- Topic: P.U.R.E. 0.8 RC3
- Replies: 867
- Views: 62347
Re: P.U.R.E. 0.8 RC3
Nice work!
Can someone please make simcity in spring? :)
The synced/low bandwidth nature of Spring would actually be a good setup to have a multiplayer simcity game IMO. And Argh has proven that the graphics are possible.
Can someone please make simcity in spring? :)
The synced/low bandwidth nature of Spring would actually be a good setup to have a multiplayer simcity game IMO. And Argh has proven that the graphics are possible.
- 13 Nov 2008, 01:57
- Forum: AI
- Topic: Interface Redesign
- Replies: 447
- Views: 30851
Re: Interface Redesign
Also, i think 'value' is only a C# keyword within a property get/set method body, so it rarely causes a problem.