Dev meeting minutes Monday, 4. July 2011
Re: Dev meeting minutes Monday, 4. July 2011
on the startposition markers: http://springrts.com/mantis/view.php?id=2520
What I meant was just removing those "start 0" etc markers put by the engine at game start.
If a widget is made to replace this function then it should imo not be shipped with the engine install. Instead just make available like the game_spawn.lua and then the games who want this, can grab it and include it in the mod file.
Even if it is disabled by default, it puts more clutter in the F11 list of games who do not use it.
I did not mean those markers used in the "chose start positon" phase of the game, before clicking ready. Though thinking about it, maybe even those could be game Lua side if AllowStartPosition was documentated.
Some other widgets that are currently included in the engine but could be mod side only:
unit_factory_guard.lua
unit_immobile_buider.lua
unit_metal_maker.lua
unit_stockpile.lua
Those are very game specific, imo no need to have those in the engine.
Then they are some, which are can be usefull for basically every game:
gui_xray_shader.lua
gui_team_platter.lua
gui_selbuttons.lua
gui_hilight_unit.lua
camera_smooth_move.lua
camera_shake.lua
But even those do not really need to be in the engine?
Actually almost all widgets could be removed, except maybe headless_setup.lua
/edit
made mantis: http://springrts.com/mantis/view.php?id=2537
What I meant was just removing those "start 0" etc markers put by the engine at game start.
If a widget is made to replace this function then it should imo not be shipped with the engine install. Instead just make available like the game_spawn.lua and then the games who want this, can grab it and include it in the mod file.
Even if it is disabled by default, it puts more clutter in the F11 list of games who do not use it.
I did not mean those markers used in the "chose start positon" phase of the game, before clicking ready. Though thinking about it, maybe even those could be game Lua side if AllowStartPosition was documentated.
Some other widgets that are currently included in the engine but could be mod side only:
unit_factory_guard.lua
unit_immobile_buider.lua
unit_metal_maker.lua
unit_stockpile.lua
Those are very game specific, imo no need to have those in the engine.
Then they are some, which are can be usefull for basically every game:
gui_xray_shader.lua
gui_team_platter.lua
gui_selbuttons.lua
gui_hilight_unit.lua
camera_smooth_move.lua
camera_shake.lua
But even those do not really need to be in the engine?
Actually almost all widgets could be removed, except maybe headless_setup.lua
/edit
made mantis: http://springrts.com/mantis/view.php?id=2537
Re: Dev meeting minutes Monday, 4. July 2011
Please edit the seperatoe lines it is hard to read
Re: Dev meeting minutes Monday, 4. July 2011
+1 to knorke, also:
So no need for extra widget?<jK> minimap startboxes draws markers
<Kloot> oh right those cones
<jK> only text is missing
<jK> nvm even that is drawn
Re: Dev meeting minutes Monday, 4. July 2011
i agree with knorke, that the marker widget should not be included by the engine.
Z and Licho:
... easy guys!!
smoth
... as precise as in your mantis reports.
no idea what you are talking about.
Z and Licho:
... easy guys!!
smoth
... as precise as in your mantis reports.
no idea what you are talking about.
Re: Dev meeting minutes Monday, 4. July 2011
smaller please.hoijui wrote: _Agenda_____________________________________________
Re: Dev meeting minutes Monday, 4. July 2011
If u missed google-glog (for logging) u should check it out:
http://code.google.com/p/google-glog/
http://code.google.com/p/google-glog/
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Dev meeting minutes Monday, 4. July 2011
Knorke your post started out well then went downhill. All those widgets are useless in some games and would interfere with the game's interface. Remove ALL widgets from the engine please. This should have been done years ago.
I heard spring is an engine, not a game.
I heard spring is an engine, not a game.
Re: Dev meeting minutes Monday, 4. July 2011
CarRepairer wrote:Knorke your post started out well then went downhill. All those widgets are useless in some games and would interfere with the game's interface. Remove ALL widgets from the engine please. This should have been done years ago.
I heard spring is an engine, not a game.
Your reading fails, cos I read this from knorke's post:
But even those do not really need to be in the engine?
Actually almost all widgets could be removed, except maybe headless_setup.lua

Re: Dev meeting minutes Monday, 4. July 2011
I don't plan to introduce any new minimum/maximum values.zwzsg wrote:I hope I can still use negative ScrollWheelSpeed !<Tobi> - automagic clamping if minimum/maximum value have been specified
Re: Dev meeting minutes Monday, 4. July 2011
So was that a yes to his question, it won't affect using negatives?Tobi wrote:I don't plan to introduce any new minimum/maximum values.zwzsg wrote:I hope I can still use negative ScrollWheelSpeed !<Tobi> - automagic clamping if minimum/maximum value have been specified
Re: Dev meeting minutes Monday, 4. July 2011
And start boxes because that is forced on all projects.FLOZi wrote:CarRepairer wrote:Knorke your post started out well then went downhill. All those widgets are useless in some games and would interfere with the game's interface. Remove ALL widgets from the engine please. This should have been done years ago.
I heard spring is an engine, not a game.
Your reading fails, cos I read this from knorke's post:
But even those do not really need to be in the engine?
Actually almost all widgets could be removed, except maybe headless_setup.lua
Re: Dev meeting minutes Monday, 4. July 2011
i dont use startboxes.
only some lobbies/autohost force them but they have no meaning ingame.
also what if instead of red/green startboxes you want purple ones?
only some lobbies/autohost force them but they have no meaning ingame.
also what if instead of red/green startboxes you want purple ones?
Re: Dev meeting minutes Monday, 4. July 2011
Until we have more control over what shit can be force on our games yeah it needs to stay. Start boxes are one of those things.
Re: Dev meeting minutes Monday, 4. July 2011
and then someday lobby/autohosts supports getting set to "fixed only" but the engine will still have the stupid minimap startbox widget.
just c&p it into your mod...
just c&p it into your mod...
Re: Dev meeting minutes Monday, 4. July 2011
How are you going to stop me from using them in your mod? Host match dsd e vs w startboxes. If you don't have them what happens?
I feel that you are opening a potential land mine..
Of those graphics.. Engine doesn't need seismic gfx
Oh those tree textures but the engine doesn't need those
I feel that you are opening a potential land mine..
Of those graphics.. Engine doesn't need seismic gfx
Oh those tree textures but the engine doesn't need those
Re: Dev meeting minutes Monday, 4. July 2011
This happens:Host match dsd e vs w startboxes. If you don't have them what happens?
(if there was a lobby that reads and obeys validmaps.lua, you could not even select DSD in the lobby.)
And if the map is supported, it will ignore where players placed their makers and put them on pre-defined positions.
At the moment, the F11 list for my game looks like this: Basically I only want the green ones, I do not need any of the red ones but I can not remove them from the list. (yes, 1 or 2 in that picture are custom, does not matter)
There are ways to blacklist/whitelist widgets but they will still show up in the F11 list.
If a player wants to place a metalmaker_manager.lua into this widgets\ folder which then does nothing because there are no metalmakers, fine for him. But why should that be in the engine?
And its the same with startboxes.
imo the engine does not need trees. Why should it have trees but not rocks? Difference is, some unused textures do not bother me.Oh those tree textures but the engine doesn't need those
+1 for adding anti_comnap.lua to the engine!
- Attachments
-
- mapnotsupported.jpg
- (16.66 KiB) Downloaded 2 times
Re: Dev meeting minutes Monday, 4. July 2011
You can include your own version of the widgethandler that will only show your widgets in F11... Funnily enough Smoth has something like that for GRTS. 

Re: Dev meeting minutes Monday, 4. July 2011
Fixed random support for autohost would be instant if spring was modified ..
Atm dedicated server sends positions to players, and dedicatd server has no map so it doe snot know map startpos.
Instead each client should pick his position using synced random/ordering.
Atm dedicated server sends positions to players, and dedicatd server has no map so it doe snot know map startpos.
Instead each client should pick his position using synced random/ordering.
Re: Dev meeting minutes Monday, 4. July 2011
Yep :)FLOZi wrote:You can include your own version of the widgethandler that will only show your widgets in F11... Funnily enough Smoth has something like that for GRTS.
Still, I didn't realize I could give the finger to the start boxes way cool IMO but right now I am too busy with the updates needed for the next engine version.
Re: Dev meeting minutes Monday, 4. July 2011
See what happend? Removing all widgets will not work, people like their widgets.CarRepairer wrote:Knorke your post started out well then went downhill. All those widgets are useless in some games and would interfere with the game's interface. Remove ALL widgets from the engine please. This should have been done years ago.
I heard spring is an engine, not a game.
Maybe for 0.83 one widget can carefully be removed and for the rest a modified widget handler can be used.
No wait, Ill just add crap until all widgets have some purpose so that they can stay.
oh, can anti comnap please be added? I found some use for it and cba to put it in the mod.