And you said spring is ugly? - Page 4

And you said spring is ugly?

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: And you said spring is ugly?

Post by Funkencool »

ic now it makes perfect sense, do you have it at 50% alpha to tone down the effects or is there some other reason?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: And you said spring is ugly?

Post by Beherith »

Alpha of what?
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Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: And you said spring is ugly?

Post by Funkencool »

your normal map, unless I'm mistaken
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: And you said spring is ugly?

Post by Beherith »

Dont know if that has effect, but normals can be toned down regardless.
jseah
Posts: 42
Joined: 10 Jun 2008, 03:28

Re: And you said spring is ugly?

Post by jseah »

Currently, this map fails to load with
mod: ZK
lobby: ZKL
Something to do with units.

I went into the units folder and replaced the alltreeunits.lua file with individual unit files for the trees and it now works.
- Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix

Link to units lua files:
http://dl.dropbox.com/u/10120644/magicforestunits.7z

Maybe fix it somehow? I like the heightmap, would make for an interesting decision/tradeoff in a 1v1 (hill or sides?), at least theoretically
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Automatics
Posts: 15
Joined: 04 Aug 2011, 08:37

Re: And you said spring is ugly?

Post by Automatics »

Anyone know where I can get jk's unitshader framework?
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: And you said spring is ugly?

Post by jK »

Automatics wrote:Anyone know where I can get jk's unitshader framework?
ZK & S44 have both the latest revision (S44 has some changes to the default normaltexture finding code)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: And you said spring is ugly?

Post by Forboding Angel »

jseah wrote:Currently, this map fails to load with
mod: ZK
lobby: ZKL
Something to do with units.

I went into the units folder and replaced the alltreeunits.lua file with individual unit files for the trees and it now works.
- Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix

Link to units lua files:
http://dl.dropbox.com/u/10120644/magicforestunits.7z

Maybe fix it somehow? I like the heightmap, would make for an interesting decision/tradeoff in a 1v1 (hill or sides?), at least theoretically

Yar, don't use one file for multiple featuredefs. It causes issues.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: And you said spring is ugly?

Post by FLOZi »

Why/how?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: And you said spring is ugly?

Post by knorke »

Yar, don't use one file for multiple featuredefs. It causes issues.
it is not that. is not even featuredef but unitdef.
jseah wrote:Currently, this map fails to load with
mod: ZK
lobby: ZKL
Something to do with units.
it works with spring.exe (though the trees did not wiggle then like with ba.)
It fails when trying in lobby:

[f=0000000] Failed to load unitDefs
[f=0000000] Error: 2, gamedata/defs.lua, [string "gamedata/defs.lua"]:37: [string "gamedata/defs.lua"]:25: error = 2, gamedata/unitDefs.lua, error = 2, gamedata/unitdefs_post.lua, [string "gamedata/unitdefs_post.lua"]:351: attempt to index field 'unitname' (a nil value)


[f=0000000] Game::LoadDefs (GameData): 458 ms
[f=0000000] Warning: UnsyncedGameCommands singleton was not initialized or is already destroyed
[f=0000000] Warning: SyncedGameCommands singleton was not initialized or is already destroyed
[f=0000000] Warning: CWordCompletion singleton was not initialized or is already destroyed
[f=0000000] Statistics for local connection:
Received: 727 bytes
Sent: 8 bytes

Error: Spring: Incorrect/Missing content: Error in main(): Defs-Parser: [string "gamedata/defs.lua"]:37: [string "gamedata/defs.lua"]:25: error = 2, gamedata/unitDefs.lua, error = 2, gamedata/unitdefs_post.lua, [string "gamedata/unitdefs_post.lua"]:351: attempt to index field 'unitname' (a nil value)

from zk's unitdefs_post.lua:

Code: Select all

if (modOptions and modOptions.factorycostmult) then
  for name, def in pairs(UnitDefs) do
    if def.unitname:find("factory") or def.unitname == "corsy" or def.unitname == "armcsa" or def.unitname == "striderhub" then
removing that made it load. (with spring.exe there are no modoptions that it works there)
- Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix

Error in Update(): [string "LuaUI/Widgets/gui_chili_selections_and_curs..."]:1394: attempt to index field '?' (a nil value)
[f=0000059] Removed widget: Chili Selections & CursorTip
[f=0000868] Error in MousePress(): [string "LuaUI/Widgets/gui_contextmenu.lua"]:425: attempt to index field '?' (a nil value)

Code: Select all

and	icontypes[(ud and ud.iconType or "default")].bitmap
and

Code: Select all

file=icontypes and icontypes[(ud and ud.iconType or "default")].bitmap
:arrow: unit has no icon assigned?

tl;dr
There are some ways to make working units/features but zK will fail to load with them.
zK assumes some tags for units to be present and when maps add extra units, sometimes those are missing. (the unit is perfectly fine, just some luas in zK try to read stuff that does not necessarily exist)
At least it seems so.

iirc this line 123 in unitdefs_post.lua

Code: Select all

if (ud.maxvelocity and ud.maxvelocity > 0) or ud.customparams.mobilebuilding then
crashed with this unit: http://pastebin.com/492yNaUp
(didnt bother with it because was old file. not sure if crash because maxvelocity, customparams or .fbi)
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