Found this comment from someone who worked at NVidia.
So it turns out it's great to be a big AAA studio - NV will fix your errors for you, driver-side. ATI does the same. Kind of explains why opensource ATI driver is not up to proprietary one in games department.
Search found 1019 matches
- 15 Apr 2015, 09:08
- Forum: Off Topic Discussion
- Topic: Insider view on how nvidia driver works with games
- Replies: 2
- Views: 888
- 30 Mar 2015, 19:11
- Forum: Game Development
- Topic: Wanted: information that leads to locating transported units widget
- Replies: 4
- Views: 1172
Re: Wanted: information that leads to locating transported units widget
S44 has this - when selecting a transport with units, you get their buildpics (grayed out to distinguish from regular selected units) in the bottom of the screen. 1. Transport with some units inside https://dl.dropboxusercontent.com/u/104214519/screen00003.png 2. Transport and some regular units, tr...
- 26 Mar 2015, 00:13
- Forum: Art & Modelling
- Topic: Random WIP 2015+
- Replies: 129
- Views: 64621
Re: Random WIP 2015+
This might get into one (or more) of S44 maps.
- 25 Mar 2015, 18:01
- Forum: Feature Requests
- Topic: New standard theme sucks?
- Replies: 9
- Views: 2073
Re: New standard theme sucks?
In my experience Opera classic was unable to open spring forum ever since it moved to https (probably some certificates in Opera need updating, not going to get done since classic is not supported anymore), so new phpbb is not to blame for this one. I find new forum looks to be worse than old. It's ...
- 18 Mar 2015, 12:19
- Forum: Spring: 1944
- Topic: player feedback
- Replies: 9
- Views: 8662
Re: player feedback
raaar: trust me, infantry alone does not dominate. Try your mass infantry vs someone going infantry + light vehicles, see your inf masses suppressed by MG from vehicles (especially Soviet BA-64 are good at this) and then picked off. Minefileds can protect your base from raids, but not your field army.
- 03 Mar 2015, 09:14
- Forum: Off Topic Discussion
- Topic: Ta Papercraft
- Replies: 8
- Views: 4402
Re: Ta Papercraft
It was (and still is) called Pepakura designer.
- 16 Feb 2015, 16:20
- Forum: Art & Modelling
- Topic: So I wanted to make a rock in blender..
- Replies: 12
- Views: 2768
Re: So I wanted to make a rock in blender..
Textures are transparent because Spring uses alpha channel for teamcolor, in an inverted way. So textures with no teamcolor (like on most features) will be fully transparent. If using GIMP, you can see the texture like that: open .dds, do Colors - Components - Decompose, select RGBA mode. Then you c...
- 25 Dec 2014, 10:01
- Forum: Off Topic Discussion
- Topic: Questions for RAAAR side conversation.
- Replies: 25
- Views: 4441
Re: Questions for RAAAR side conversation.
If you're going to try some S44, use the dev version. Latest 'released' one (1.7) has some bugs like not working snipers, while dev has those fixed (and new ones added :D ) and has 2 new factions as well.
Join s44 autohost to auto-dl the dev build. Or you can use rapid to get it.
Join s44 autohost to auto-dl the dev build. Or you can use rapid to get it.
- 13 Dec 2014, 18:16
- Forum: Spring: 1944
- Topic: AI does not finish buildings
- Replies: 6
- Views: 8375
Re: AI does not finish buildings
CRAIG is fixed now (at least that one bug)
- 12 Dec 2014, 10:30
- Forum: Spring: 1944
- Topic: AI does not finish buildings
- Replies: 6
- Views: 8375
Re: AI does not finish buildings
Well, it's most probably either switch to OO unitdefs or spring 98 that caused this (because those two were the biggest recent changes in S44 and CRAIG used to work before them). I don't understand CRAIG internals well enough, will have to take a look at them (in 2 days or so). Maybe FLOZi will have...
- 11 Dec 2014, 08:29
- Forum: Spring: 1944
- Topic: AI does not finish buildings
- Replies: 6
- Views: 8375
Re: AI does not finish buildings
Hi submarine, long time you haven't been active :)
Thanks for noticing the bug, looks like no one was playing vs CRAIG lately.
Thanks for noticing the bug, looks like no one was playing vs CRAIG lately.
- 04 Dec 2014, 19:55
- Forum: Game Releases
- Topic: Intrusion
- Replies: 8
- Views: 9144
Re: Intrusion
First error is most likely because no modoptions are available - run via springlobby SP mode and it should go away. I seem to remember there was something like that if run via exe directly. Additions to main.lua were my hacky way to spawn multiple starting units (that was before engine starting unit...
- 03 Dec 2014, 17:53
- Forum: Help & Bugs
- Topic: checking engine with static analyzer
- Replies: 7
- Views: 1712
Re: checking engine with static analyzer
Those guys check opensource projects quite often (and post results to advertise their product of course). Their blog (linked to in jamerlan's comment) contains a lot of such check results. I've read it before and I'd say it's a very useful source of information, despite advertisement purpose.
- 03 Nov 2014, 11:56
- Forum: AI
- Topic: MASA LIFE - Middleware for artiicial intelligence / behavior
- Replies: 5
- Views: 1772
Re: MASA LIFE - Middleware for artiicial intelligence / beha
From their page it's obviously a commercial product (499 EUR).
- 27 Jul 2014, 13:12
- Forum: Game Releases
- Topic: Arachnomania
- Replies: 19
- Views: 13694
Re: Arachnomania
Springlobby crashes when trying to change player's faction in singleplayer tab. Maybe something is wrong with sidepics (faction icons)? One of them has a space in file name.
- 22 Jul 2014, 16:23
- Forum: Game Development
- Topic: Outpost [3] Development
- Replies: 34
- Views: 6209
Re: Outpost [3] Development
Outpost style trucks do not need to be 2 units. The cargo box just needs to be a separate model piece that is animated to move 'underground' and then back when in dock. The loading/unloading is a single non-interruptible procedure, trucks cannot move out of docks without cargo 'trailer' (which can b...
- 21 Jul 2014, 09:31
- Forum: Game Development
- Topic: Outpost [3] Development
- Replies: 34
- Views: 6209
Re: Outpost [3] Development
How to see what robot command center does: bulldoze a long road, set some vehicles to move near it. With RCC enabled they will use the road (turn a bit from the shortest route to travel the road which is faster). With RCC disabled they just go the short route, even if it's not bulldozed = slower. Th...
- 20 Jul 2014, 18:08
- Forum: Game Development
- Topic: Outpost [3] Development
- Replies: 34
- Views: 6209
Re: Outpost [3] Development
As far as I know Outpost II (I played quite a bit of singleplayer in it), it's perfectly doable in Spring. Most required features have already been done by one spring game or another, and the rest look simple enough. The only thing I don't see how to replicate is the Robot Command Center. Basically ...
- 02 May 2014, 22:33
- Forum: Game Development
- Topic: Unit script have a menu button to switch between weapons
- Replies: 62
- Views: 7926
Re: Unit script have a menu button to switch between weapons
knorke: enough of those piece-variables are actually used in the script that I decided not to remove all the ones that aren't. Tables are used too (as arrays), and code duplication is less than it seems (any less would be more reflection than I like). But yes, it's a loooong script, unit has 32 inde...
- 01 May 2014, 14:57
- Forum: Game Development
- Topic: Unit script have a menu button to switch between weapons
- Replies: 62
- Views: 7926
Re: Unit script have a menu button to switch between weapons
Not sure this will help, but here's the full LUS for a large ship: link . I've made that years ago, but the unit is not in S44 (since it's too large) and naval submod never got much development. Pieces are referenced by names here (actually those are variables which get values from piece() function,...