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by Argh
28 Oct 2010, 21:29
Forum: Feature Requests
Topic: Min Builddistance is too long
Replies: 15
Views: 2738

Re: Min Builddistance is too long

Yeah, unit width * 3 would probably be safest, IIRC any lower than that and the pathfinder went beserk, but that was awhile ago.
by Argh
28 Oct 2010, 20:45
Forum: Engine
Topic: QA. A Rant.
Replies: 81
Views: 11080

Re: QA. A Rant.

hmmm Id think multitexturing would be a little dubious at best, cant you just rerender the unit but with the second/third/ etc textures? It'd be more robust/flexible in terms of graphics card support Multitexturing's cheaper per render pass, on this engine. Geometry and setup becomes a major drag, ...
by Argh
27 Oct 2010, 02:30
Forum: Engine
Topic: QA. A Rant.
Replies: 81
Views: 11080

Re: QA. A Rant.

Basically, it's a way to deploy a lot of shader stuff in a hassle-free way. And some shader stuff I've been tweaking for awhile. And it is also a way to make maps that can do new things. Still working on things, it's not perfect, but here are some screenies: http://springrts.com/phpbb/download/file....
by Argh
23 Oct 2010, 18:02
Forum: Feature Requests
Topic: Spring.TraceScreenRay that ignores units
Replies: 7
Views: 1635

Re: Spring.TraceScreenRay that ignores units

+1 to making it work consistently; I would really prefer to have it return coordinates by default, return Unit collisions if option = true, but whichever, so long as it works and allows for ignoring Units. The lack of this working in a consistent way has made me have to do some annoying hack-arounds...
by Argh
23 Oct 2010, 17:55
Forum: Engine
Topic: QA. A Rant.
Replies: 81
Views: 11080

Re: QA. A Rant.

OK, been kind've busy and away from the 'net for a few days, but I wanted to make some important announcements: 1. I made a breakthrough with jK's shader framework. I think I will be able to make the map rendering system and all the work put into the unit shaders available within the framework. IOW,...
by Argh
21 Oct 2010, 18:07
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1140827

Re: Random WIP

If I ever do a Twisted Metal RTS, I'll be sure to include both suggestions, hehe.
by Argh
21 Oct 2010, 18:06
Forum: Feature Requests
Topic: Improvements To Aircraft & Altitude Control
Replies: 13
Views: 2304

Re: Improvements To Aircraft & Altitude Control

Honestly, I keep wondering how hard it would be to completely gut and replace the aircraft code. It's completely over-spec for what it does (flight-sim physics model for an RTS???), and results in massive processor drain and bizarre bugs. That said, realistically, I'm never gonna do it, so whatever...
by Argh
21 Oct 2010, 16:08
Forum: Meeting Minutes
Topic: Dev meeting minutes 2010-10-17
Replies: 8
Views: 2062

Re: Dev meeting minutes 2010-10-17

hoijui: yeah.. just... hoijui: anything pending thta woudl require a new 0.82 soon? hoijui: some reported massive performance problems hoijui: maybe if we find out what is cuasign it, can can/have to fix it.. hoijui: but other then that, i guess it is ok Tobi: did I understand properly that it was ...
by Argh
21 Oct 2010, 13:38
Forum: Game Development Tutorials & Resources
Topic: Mod Question Repository... Questions come in, answers go out
Replies: 1167
Views: 155513

Re: Mod Question Repository... Questions come in, answers go out

What is the easiest way to send a mod option variable to a specific unittype's cob?
Read the mod option, then call a script in the Unit, sending it the data it needs as a parameter:

Code: Select all

Spring.CallCOBScript(u, "ComScript", 0,X)
Where X is whatever you need to communicate.
by Argh
21 Oct 2010, 13:18
Forum: Meeting Minutes
Topic: Dev meeting minutes 2010-10-17
Replies: 8
Views: 2062

Re: Dev meeting minutes 2010-10-17

In terms of performance, I'm not sure it's that simple. Beherith saw about the same total FPS in that profile test we did. Something strange is definitely going on with SMF/SSMF (that is probably fixable), where we have great FPS until X Units are on the screen / in-game. Maybe it's eating up a heck...
by Argh
21 Oct 2010, 03:21
Forum: Off Topic Discussion
Topic: Congratz Dizekat !!
Replies: 41
Views: 6515

Re: Congratz Dizekat !!

Love the procedural stuff, very nice :-)
by Argh
21 Oct 2010, 03:18
Forum: Feature Requests
Topic: Improvements To Aircraft & Altitude Control
Replies: 13
Views: 2304

Re: Improvements To Aircraft & Altitude Control

I discussed a method for smoothing out aircraft responses to sharp cliffs some time ago. What was implemented instead by imbaczek is actually pretty good- the smoothheightmesh helped a lot with the behaviors. That said, it's still basically doing the same things it always has- checking every game fr...
by Argh
21 Oct 2010, 03:13
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1140827

Re: Random WIP

Absolutely. At the same time, though, even that kind of rendering still has a long way to go, imo. I predict that we'll start seeing games that look a lot like an anime in realtime soon, though- triangle throughput is almost there now.
by Argh
21 Oct 2010, 02:08
Forum: Feature Requests
Topic: Improvements To Aircraft & Altitude Control
Replies: 13
Views: 2304

Re: Improvements To Aircraft & Altitude Control

That isn't precisely the behavior I wanted to model. Aircraft don't fly at 900m above the surface continuously in engagement range... Actually, yeah, they do, unless they're really near the ground, or having to fly over something really high. The only time they're going to change altitude a lot is ...
by Argh
21 Oct 2010, 01:58
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1140827

Re: Random WIP

Resolution is a big issue with grunge/scratches. Lines aren't a big deal, they just have to convey light / darkness. The human eye is really forgiving about that kind of contrast. Problem with grunge is that at low resolutions, you have a lot of texels reading from any one grunge pixel, and the resu...
by Argh
21 Oct 2010, 00:42
Forum: Engine
Topic: QA. A Rant.
Replies: 81
Views: 11080

Re: QA. A Rant.

Maybe after the demo. As for shadows, I think the solution's pretty obvious. Everything needs to be in a scenegraph, and shadows would get computed in a single pass. The way it's done now is a mess- nearly half a dozen shaders, all operating slightly differently, for different objects, all using dif...
by Argh
20 Oct 2010, 23:59
Forum: Feature Requests
Topic: Improvements To Aircraft & Altitude Control
Replies: 13
Views: 2304

Re: Improvements To Aircraft & Altitude Control

Personally, I think aircraft should figure out max/min cruiseAlts at game start, and then they won't have to oscillate at all, because they'd always be gauranteed to fly > min cruiseAlt. Their weapon behaviors could be changed a bit to compensate. It would fix a lot of problems, especially with maps...
by Argh
20 Oct 2010, 23:56
Forum: General Discussion
Topic: SpringFiles v3.0 Preview
Replies: 85
Views: 7483

Re: SpringFiles v3.0 Preview

That is classy.
by Argh
20 Oct 2010, 12:38
Forum: Engine
Topic: QA. A Rant.
Replies: 81
Views: 11080

Re: QA. A Rant.

You'll see it. This is just the basics. I'd also like to point out that this is less than 8MB compressed. And when SSMF has these performance numbers, you'll still have that problem. Anyhow... I'm tired and grouchy now, and I am not trying to pick a fight. If anything, I want you to help make this s...
by Argh
20 Oct 2010, 11:45
Forum: Engine
Topic: QA. A Rant.
Replies: 81
Views: 11080

Re: QA. A Rant.

I appreciate the vote of confidence. You do NOT want this as it currently is, though. It's... well, it's a proof of concept. I could use it for production, but I'd have to kill bunnies or something, because it's so evil and nasty. But the shader's solid and I have a pretty good idea of what we shoul...

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