Dev meeting minutes Monday, 4. July 2011 - Page 1

Dev meeting minutes Monday, 4. July 2011

Minutes of the meetings between Spring developers are archived here.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Dev meeting minutes Monday, 4. July 2011

Post by knorke »

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
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smoth
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Re: Dev meeting minutes Monday, 4. July 2011

Post by smoth »

Please edit the seperatoe lines it is hard to read
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Dev meeting minutes Monday, 4. July 2011

Post by FLOZi »

+1 to knorke, also:
<jK> minimap startboxes draws markers
<Kloot> oh right those cones
<jK> only text is missing
<jK> nvm even that is drawn
So no need for extra widget?
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Dev meeting minutes Monday, 4. July 2011

Post by hoijui »

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.
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smoth
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Re: Dev meeting minutes Monday, 4. July 2011

Post by smoth »

hoijui wrote: _Agenda_____________________________________________
smaller please.
cleanrock
Former Engine Dev
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Joined: 21 Feb 2009, 07:42

Re: Dev meeting minutes Monday, 4. July 2011

Post by cleanrock »

If u missed google-glog (for logging) u should check it out:
http://code.google.com/p/google-glog/
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Dev meeting minutes Monday, 4. July 2011

Post by CarRepairer »

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.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Dev meeting minutes Monday, 4. July 2011

Post by FLOZi »

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

:wink:
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Dev meeting minutes Monday, 4. July 2011

Post by Tobi »

zwzsg wrote:
<Tobi> - automagic clamping if minimum/maximum value have been specified
I hope I can still use negative ScrollWheelSpeed !
I don't plan to introduce any new minimum/maximum values.
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liamdawe
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Joined: 19 Mar 2010, 15:09

Re: Dev meeting minutes Monday, 4. July 2011

Post by liamdawe »

Tobi wrote:
zwzsg wrote:
<Tobi> - automagic clamping if minimum/maximum value have been specified
I hope I can still use negative ScrollWheelSpeed !
I don't plan to introduce any new minimum/maximum values.
So was that a yes to his question, it won't affect using negatives?
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smoth
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Re: Dev meeting minutes Monday, 4. July 2011

Post by smoth »

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
:wink:
And start boxes because that is forced on all projects.
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knorke
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Re: Dev meeting minutes Monday, 4. July 2011

Post by knorke »

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?
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smoth
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Re: Dev meeting minutes Monday, 4. July 2011

Post by smoth »

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.
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knorke
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Re: Dev meeting minutes Monday, 4. July 2011

Post by knorke »

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...
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smoth
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Re: Dev meeting minutes Monday, 4. July 2011

Post by smoth »

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
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knorke
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Re: Dev meeting minutes Monday, 4. July 2011

Post by knorke »

Host match dsd e vs w startboxes. If you don't have them what happens?
This happens:
Image
(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:
f11 list.jpg
f11 list.jpg (49.83 KiB) Viewed 4167 times
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.
Oh those tree textures but the engine doesn't need those
imo the engine does not need trees. Why should it have trees but not rocks? Difference is, some unused textures do not bother me.

+1 for adding anti_comnap.lua to the engine!
Attachments
mapnotsupported.jpg
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Dev meeting minutes Monday, 4. July 2011

Post by FLOZi »

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. :P
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Licho
Zero-K Developer
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Re: Dev meeting minutes Monday, 4. July 2011

Post by Licho »

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.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Dev meeting minutes Monday, 4. July 2011

Post by smoth »

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. :P
Yep :)

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.
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knorke
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Re: Dev meeting minutes Monday, 4. July 2011

Post by knorke »

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.
See what happend? Removing all widgets will not work, people like their widgets.
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.
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