Search found 2502 matches
- 04 May 2019, 16:50
- Forum: Lua Scripts
- Topic: Screen Space Ambient Occlusion (SSAO) widget
- Replies: 16
- Views: 9398
Re: Screen Space Ambient Occlusion (SSAO) widget
It's cool that this sort of stuff can be done in screen space.
- 25 Apr 2019, 10:16
- Forum: General Discussion
- Topic: RIP BA
- Replies: 64
- Views: 53882
Re: RIP BA
Lots of people here seem to live under the impression that every _player_ here automatically also is a spring game developer or can become one within 15 minutes. This is not the case. Do you contribute to every open source project you are a user of? Do you test nightly builds and give feedback of a...
- 25 Apr 2019, 06:23
- Forum: Ludum Dare
- Topic: LD44
- Replies: 19
- Views: 19874
Re: LD44
My council just set me another letter saying that they have decided to go ahead with the power interruption after all. That kills most of my Sunday so I am back to not being available for a big chunk of the jam.
- 23 Apr 2019, 06:52
- Forum: Game Development
- Topic: Disabling sensor calculations
- Replies: 5
- Views: 5825
Re: Disabling sensor calculations
I did something in the last LD (I think LD43?) to remove LOS. If I recall correctly I toggled globalLOS and reduced the LOS resolution significantly.
- 22 Apr 2019, 04:11
- Forum: Engine
- Topic: Best way to have a functional game on develop
- Replies: 8
- Views: 7573
Re: Best way to have a functional game on develop
You can't run most games on develop because of the graphics rewrite. Most non-engine things won't draw correctly, and there may be other related bugs. If maintenance is fine, I run ZK on maintenance engines with a standalone ZK. Put Zero-K.exe (the chobby wrapper) in an empty folder. Run the wrapper...
- 16 Apr 2019, 04:13
- Forum: Ludum Dare
- Topic: LD44
- Replies: 19
- Views: 19874
Re: LD44
The planned power interruption was canceled, so I should be back in.
- 14 Apr 2019, 06:36
- Forum: Ludum Dare
- Topic: LD44
- Replies: 19
- Views: 19874
Re: LD44
My street's power is being shut off for maintenance for about 9 hours on the Sunday, so I don't know whether I should participate.
- 28 Mar 2019, 15:55
- Forum: Infrastructure Development
- Topic: refactoring repos.springrts.com (rapid repositories)
- Replies: 22
- Views: 15483
Re: Experimenting with refactoring repos.springrts.com
I don't know details. Apparently this change fixes it: https://github.com/ZeroK-RTS/Zero-K-Inf ... d5a512be17
- 28 Mar 2019, 13:06
- Forum: Infrastructure Development
- Topic: refactoring repos.springrts.com (rapid repositories)
- Replies: 22
- Views: 15483
Re: Experimenting with refactoring repos.springrts.com
It looks like singleplayer was broken for 6 hours, during which we received about 60 crash reports. It would be nice if repository names didn't change around.
- 17 Mar 2019, 13:59
- Forum: Engine
- Topic: Physically Based Rendering
- Replies: 81
- Views: 64901
Re: Physically Based Rendering
Spring shadows may not have existed at the time. There was definitely a time where shadows could not be used at the same time as LOS view.
- 17 Mar 2019, 09:18
- Forum: Engine
- Topic: Physically Based Rendering
- Replies: 81
- Views: 64901
Re: Physically Based Rendering
A baked shadow in the context of maps is a map with shadows drawn as part of the map texture. Here is an example: https://zero-k.info/Maps/Detail/9766
- 14 Mar 2019, 16:01
- Forum: Ludum Dare
- Topic: LD44
- Replies: 19
- Views: 19874
Re: LD44
I agree that there are many game designs that are better suited to simpler engines than Spring. A 3D city builder does not sound like one of them, given our experience, however I am not so sure that a LD city builder needs to be 3D. I think one thing to do prior to this LD is to work on good WSAD th...
- 09 Mar 2019, 13:22
- Forum: Ludum Dare
- Topic: LD44
- Replies: 19
- Views: 19874
Re: LD44
I'm interested, and setting an ideas time that everyone can attend sounds good.
- 21 Feb 2019, 05:38
- Forum: Evolution RTS
- Topic: Energy economy and making it more meaningful
- Replies: 9
- Views: 13330
Re: Energy economy and making it more meaningful
I liked that energy was effectively ammunition. Building storage (for longer battles) and generation (for more frequent battles) adds a fairly uncommon dimension to managing and improving the combat power of your army.
- 22 Jan 2019, 15:02
- Forum: Feature Requests
- Topic: suggestion: replay backward/forward
- Replies: 20
- Views: 20813
Re: suggestion: replay backward/forward
Losing anything while saving is not good enough for replay save/load. However, it may be good enough for standard save/load if your players aren't trying to exploit anything.
- 22 Jan 2019, 14:51
- Forum: General Discussion
- Topic: Mars Total Warfare - Spring similarities
- Replies: 40
- Views: 88583
Re: Mars Total Warfare - Spring similarities
It seems to be trying to sell itself as scalable to huge numbers of units and possibly players in each battle with people joining mid-game (not sure if any of it is actually true). The midgame join works. I tried it out and my test game attracted another player. Here are some new pieces of informat...
- 20 Dec 2018, 03:48
- Forum: Feature Requests
- Topic: suggestion: replay backward/forward
- Replies: 20
- Views: 20813
Re: suggestion: replay backward/forward
Here is a relevant metaphor: https://www.youtube.com/watch?v=cSbyCI32CH0 The roadmap for better replay controls looks something like this: Engine save/load (feasible but extremely involved). Optimization of save/load to allow for brief autosaves (probably impossible). Integration of autosaves into r...
- 25 Nov 2018, 03:59
- Forum: Ludum Dare
- Topic: LD43
- Replies: 20
- Views: 26885
Re: LD43
I'm interested.
- 17 Nov 2018, 15:08
- Forum: Feature Requests
- Topic: Option to switch how moving around the map works
- Replies: 6
- Views: 7565
Re: Option to switch how moving around the map works
https://springrts.com/wiki/Springsettin ... crollSpeed can be negative. Mess with it and related settings, I am fairly sure what you want is possible.
- 01 Nov 2018, 16:28
- Forum: Game Development
- Topic: A Better Air Game
- Replies: 11
- Views: 7880
Re: A Better Air Game
I agree with the four problems highlighted in the OP. I would add the distinction that fighters suffer the most, followed by bombers, and that gunships can be designed to avoid many of the issues if you're careful. Air poses design issues that transcend technical issues, such as cylindrical LaserCan...