Search found 1421 matches
- 20 Apr 2013, 17:53
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 6074
Re: ATI slow performance in 0.94.x versions
No, it is not faster, and finally even jK has realized that: https://github.com/spring/spring/commit/1ac8234db8473da41ce38e062bbfa3ba93a6a087 But when you order them to patrol an area so they collide with each other, fps drops from 140 to like 10. Other devs will kill me for so called "propagan...
- 18 Apr 2013, 23:38
- Forum: Off Topic Discussion
- Topic: Poll: Is a game with more units better?
- Replies: 139
- Views: 31158
Re: Poll: Is a game with more units better?
I might add that Zerver has advocated the removal of LUA completely, because it makes MT "harder". In the first versions of spring-multithreaded, an option to disable Lua-based rendering was added. If this is what you are referring to, it was added only because it was an early version wit...
- 17 Apr 2013, 02:56
- Forum: Help & Bugs
- Topic: rapid corruption
- Replies: 27
- Views: 5225
Re: rapid corruption
Omg conspiracy!Silentwings wrote:and ran xta
- 16 Apr 2013, 20:26
- Forum: Off Topic Discussion
- Topic: Poll: Is a game with more units better?
- Replies: 139
- Views: 31158
Re: Poll: Is a game with more units better?
The background behind this poll is that it was used as an argument against MT.
http://springrts.com/phpbb/viewtopic.ph ... 62#p539858
http://springrts.com/phpbb/viewtopic.ph ... 62#p539858
So naturally I want to know what the community thinks.abma wrote:maybe as note: more units doesn't mean better games, it just gets confusing.
- 16 Apr 2013, 19:50
- Forum: Dedicated Developer Discussion
- Topic: remove MT branch from springs github repo
- Replies: 11
- Views: 13351
Re: remove MT branch from springs github repo
But now even when we merge it I don't see you fixing it at all Because I am waiting until legacy is gone. Yes, it makes sense to remove #defines and cleanup if ASIM is the default build. your lua mutex implementation is crap The mutex system that Lua provides cannot be used, the locks are acquired ...
- 16 Apr 2013, 18:58
- Forum: Dedicated Developer Discussion
- Topic: remove MT branch from springs github repo
- Replies: 11
- Views: 13351
Re: remove MT branch from springs github repo
Yes, I will maintain Spring MT. I would suggest to remove spring-legacy and then add Spring MT as a submodule. It requires some build system hacks, but should be doable. Then we would have a config setting for spring-dedicated, so the server owner chooses which version the clients will use (MT or re...
- 16 Apr 2013, 18:56
- Forum: Off Topic Discussion
- Topic: Poll: Is a game with more units better?
- Replies: 139
- Views: 31158
Re: Poll: Is a game with more units better?
+1 (I'm an action freak. Maximum carnage and B action movies ftw)
- 16 Apr 2013, 18:52
- Forum: Off Topic Discussion
- Topic: Poll: Is a game with more units better?
- Replies: 139
- Views: 31158
Poll: Is a game with more units better?
Given that the game runs smooth, without lag or slowdown, would you prefer a game with very many units or with fewer units?
Write +1 if you prefer more units
Write -1 if you prefer less units
By the way, who the f-k disabled polls in this forum?
Write +1 if you prefer more units
Write -1 if you prefer less units
By the way, who the f-k disabled polls in this forum?
- 16 Apr 2013, 17:32
- Forum: Engine
- Topic: Revert Removed Underwater Impulse
- Replies: 9
- Views: 1478
Re: Revert Removed Underwater Impulse
I think the engine having slightly exaggerated and unrealistic 'lolphysics' by default is something positive and I absolutely love seeing subs being blown onto shore.
- 14 Apr 2013, 01:45
- Forum: Dedicated Developer Discussion
- Topic: remove MT branch from springs github repo
- Replies: 11
- Views: 13351
Re: remove MTSim* branches from github
i never saw any feedback about our suggested changes. thats the first time i can remember about feedback. I gave lots of feedback to jK in the last meeting http://springrts.com/phpbb/viewtopic.php?f=73&t=29599 You cannot expect me to give feedback about a "rewrite the engine from scratch&q...
- 13 Apr 2013, 18:40
- Forum: Dedicated Developer Discussion
- Topic: remove MT branch from springs github repo
- Replies: 11
- Views: 13351
Re: remove MTSim* branches from github
will never get merged back into develop without huge changes You pinpointed the reason why I did not (yet) try to make any of the suggested changes: Feasibility Huge changes are not feasible in a project where other development is ongoing at the same time. The merge burden reaches critical mass, an...
- 12 Apr 2013, 23:05
- Forum: Dedicated Developer Discussion
- Topic: remove MT branch from springs github repo
- Replies: 11
- Views: 13351
Re: remove MTSim* branches from github
I can remove MTsim2 and MTsim3 and make some tags instead. Better? Actually I wanted to do this earlier but was not sure if that would annoy someone. I would name the tags as non-syncing. Please don't remove MTsim. It is a feature branch just like any other. You would not be happy if I started to re...
- 12 Apr 2013, 18:58
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 6074
Re: ATI slow performance in 0.94.x versions
Test if you get better performance with Spring MT.
http://springrts.com/wiki/Spring_MT
(you can only play it on special servers, or try "spring-mt.exe" in single player mode)
http://springrts.com/wiki/Spring_MT
(you can only play it on special servers, or try "spring-mt.exe" in single player mode)
- 12 Apr 2013, 17:54
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 6074
Re: ATI slow performance in 0.94.x versions
In Spring MT (unofficial) yes. It is currently not needed there because of the separate pathfinder thread.jK wrote:you disabled OMP in spring-mt
In Spring (ASIM GML OMP) I will re-enable it if I can make sure OMP and ASIM/GML don't bite each other. Lack of OMP only makes the typical game ~5% slower.
- 12 Apr 2013, 17:23
- Forum: General Discussion
- Topic: just wanna show some 2560x1600 screenshots of spring:ba
- Replies: 6
- Views: 1637
Re: just wanna show some 2560x1600 screenshots of spring:ba
I agree these screens are nice for RTS, I've had two of them for more than 5 years. The DVI cable can't manage much more than 2560x1600. There are various vendor-specific hacks that allows higher res using either double cables or reduced refresh rate. The latter is pretty useless for gaming of course.
- 11 Apr 2013, 02:17
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 6074
Re: ATI slow performance in 0.94.x versions
Please stop your propaganda of incorrect $%^&>! Please stop making Spring slower :mrgreen: I'm just saying that when the OMP build is busy with 100% simulation, there is no CPU left to do rendering, so zero FPS. That's a fact and no propaganda. However, this (changelog.txt): Pathing: - faster u...
- 10 Apr 2013, 01:35
- Forum: Engine
- Topic: Path subdivision in unsynced
- Replies: 8
- Views: 1458
Re: Path subdivision in unsynced
Like already said opens up for exploits and the network traffic would go *boom*. Please help test Spring MT which runs the pathfinder on a separate CPU core. http://springrts.com/wiki/Spring_MT
- 10 Apr 2013, 01:15
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 6074
Re: ATI slow performance in 0.94.x versions
Not meaning to be negative but the other executable (ASIM) is orders of magnitude better if your goal is high FPS.ismo wrote:I guess that OMP = OpenMP = multiprocessor version?
The 94.X pathfinder is a lot more heavy on the CPU and this translates directly into lower FPS if you are using OMP.
- 08 Apr 2013, 18:51
- Forum: Help & Bugs
- Topic: MT Spring & missing textures.
- Replies: 10
- Views: 3264
Re: MT Spring & missing textures.
Start spring-multithreaded.exe, choose Edit settings.
No, LoadingMT does not turn off MT - it makes the loading (startup phase) of the game singlethreaded.
No, LoadingMT does not turn off MT - it makes the loading (startup phase) of the game singlethreaded.
- 08 Apr 2013, 17:03
- Forum: Help & Bugs
- Topic: GFX issues, red square over half the screen, minimap broken
- Replies: 6
- Views: 1520
Re: GFX issues, red square over half the screen, minimap bro
Sounds like gfx driver bug. Try press F5 to disable the GUI, it could help pinpoint the problem.