When i last played there was a (very sketchy) multithread.exe i believe some people were using. I' ve had a quick look around but cant find anything:
A.) Is this still avaiable / does it always crash and;
B.) Where can i get it?
Cheers!

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************** SPRING MULTITHREADING VERSION IMPORTANT NOTICE **************
LUA BASED GRAPHICS WILL CAUSE HIGH CPU LOAD AND SEVERE SLOWDOWNS
For best results disable LuaShaders in SpringSettings or the Edit Settings menu
Press f11 to open the widget list, which allows specific widgets to be disabled
The LUA-DRAW(MT) value in the upper right corner can be used for guidance
Safe to use: Autoquit, ImmobileBuilder, MetalMakers, MiniMap Start Boxes
But the catch is you only get to have sex with llamas.Cabbage wrote:With MT it remains 100% silky smooth even when tripling simulation speed and FPS remains in the 50-60's.
It's like suffering chronic fatigue syndrome all your life and suddenly upgrading to sexual exhaustion!
ahaha i was going to choke when i read thisCarRepairer wrote:But the catch is you only get to have sex with llamas.Cabbage wrote:With MT it remains 100% silky smooth even when tripling simulation speed and FPS remains in the 50-60's.
It's like suffering chronic fatigue syndrome all your life and suddenly upgrading to sexual exhaustion!
Devs, maybe not, but modders and players do.phas wrote:Does spring development have issues in backward compatibility?
Only if you volunteer to personnaly fix the millions of lines of Lua code produced for Spring so far, and to personnaly guide the hand of every poor soul who downloaded outdated widgets.phas wrote:If this is correct, my opinion is "screw backward compatibility":
Let's kill every spring mod every 6 monthes, and then lament Spring never took off outside BA?phas wrote:all the currently played mods are very actively developed
No, they would not. They would hate the devs and rage all over the place for grudgingly having to work a couple extra days just to keep the mod afloat instead of implementing new features.phas wrote:and i think that mod developers would happily sacrifice some hours of work
Not waaayyy. Maybe 20%-50% faster at most.phas wrote:waaaay more powerful spring engine.
One fact is that millions of loc of lua were produced for spring, another is that all are actively in use. Also, on the other hand, it happens that a mod or a script break on an update of spring maybe done for a lot less important thing.Only if you volunteer to personnaly fix the millions of lines of Lua code produced for Spring so far, and to personnaly guide the hand of every poor soul who downloaded outdated widgets.
et's kill every spring mod every 6 monthes, and then lament Spring never took off outside BA?
Well, performance improvement is not just... performance improvement. It means also bigger maps, more units or more detailed units, and this let you design mod more freely, because you can design a mod that is based on more units or on bigger maps or have more detailed units if you want. I think that mod teams would appreciate that kind of freedom.No, they would not. They would hate the devs and rage all over the place for grudgingly having to work a couple extra days just to keep the mod afloat instead of implementing new features.
Not waaayyy. Maybe 20%-50% faster at most.
and games, you act like the projects are all just little modifications.phas wrote:Does spring development have issues in backward compatibility? I mean, maps or lobbies should not be a problem in this scenario. The only thing that modifications you talk about could break seems to be mods and custom widgets.
My opinion is going to be harsh: SHUP NOOB. The current projects are actively developed and you proposed "solution" possibly will set my development back months or more. So when you look at active development you are talking about months of not work, for some projects that is enough to kill them for others like mine that means whole new sets of units and features non-existent. Not like you would understand that because in your mind these are all mods.phas wrote:If this is correct, my opinion is "screw backward compatibility": all the currently played mods are very actively developed (seems to me) and i think that mod developers would happily sacrifice some hours of work to adapt their mods to the new interface if this will bring to a waaaay more powerful spring engine.
My opinion is going to be harsh: SHUP NOOB. The current projects are actively developed and you proposed "solution" possibly will set my development back months or more. So when you look at active development you are talking about months of not work, for some projects that is enough to kill them for others like mine that means whole new sets of units and features non-existent. Not like you would understand that because in your mind these are all mods.