MicronWars! - Page 4

MicronWars!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: MicronWars!

Post by knorke »

I think I know why limited metal did not work for you.
Just to make sure, how you installing goes like this:

copy
gg_metalspot_finder.lua & tp_limited_metal.lua
from my map into your Luarules\gadgets\

open up tp_limited_metal.lua
and look for this: (line 22 to 31)
function gadget:Initialize()
mSpots = GG.metalSpots
_G.mSpots = mSpots
--Spring.Echo ("#mSpots:" .. #mSpots)
--Spring.Echo ("Game.extractorRadius:" .. Game.extractorRadius)
for i, g in pairs(mSpots) do
mSpots.metal = 500
end
-- make_lower_spots_unlimited ()
end

Add two -- in front of make_lower_spots_unlimited ()
or just delete the line.

Now the problem is that on some maps gg_metalspot_finder.lua thinks the map is a metal map (like speedmetal etc) and returns not metal spots. It even does so on some normal maps.
In case you want to mess around with it, it works on these maps:
Badlands
Aliendesert


To make it work on all maps with a little dirty fix, do this:

open gg_metalspot_finder.lua
Search for this:

Code: Select all

Spring.Echo('<GG.metalSpots> Mass metal detected. Disabling.')
return {}
Its there twice, line 206 & 217

change it to

Code: Select all

Spring.Echo('<GG.metalSpots> Mass metal detected. There might be TROUBLE.')
--return {}
User avatar
Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: MicronWars!

Post by Razorblade »

Thx it works now :D
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Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: MicronWars!

Post by Razorblade »

and here is the version with the limited metal

http://springfiles.com/spring/games/micronwars

a lot of changes made to the costs of tanks,planes,buildings,defenses.

try it :D
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: MicronWars!

Post by knorke »

heh, I did not expect you to make a release with this so quickly.
Anyway, if you want something nicer then the red/green shapes around spots...ie it would be possible to inform the metal pumps of how much metal is left and they could adjust their animation based on that. (like pieces of ore come out of the mine at times, delays between ore pieces get longer and finally it stops completly)
Would also be possible to spawn different (based on remaining metal) CEG effects at the spots, like an oil fountain or smoke.
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Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: MicronWars!

Post by Razorblade »

it would be nicer if the amount just counts down above the mex and if reached 0 the mex goes in off position
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: MicronWars!

Post by knorke »

aaaaaaaaaaarggh fuck you! off all possible ideas you must choose the one that seems most obvious but is hardest to make. :shock: :roll:

Basically there are 2 problems. Not impossible but still kind of meh:
1) Getting the excact amount of metal remaining.
I do not know how often the engine updates resources. (probally every frame)
The gadget will have to run its calculations as often as the engine.
At the momet it checks the spots once per second. (Sounds unprecise but in practice is not possible to notice.)
If the engine updates resources every frame then the gadget would have to do the same to keep the displayed number precise. Probally will not matter much CPU wise but it is not really nice.

2) I am not very familiar with Springs graphic drawing thing, esp. (custom) fonts and make UI stuff is annoying in general. So it would just be a bland number that floats in the air.

But also:
I believe having icons, text and numbers floating around in the game world look stupid. By this logic you could replace every unit explosion with a "this tank is destroyed" message. But then the weapons and the whole game would feel boring. In the same way a grey circle on the grass with 2000m floating above it does not look valuably.
Show not tell.
Spring is already full with abstract numbers everywhere, please think of something a bit more awesome.
Of course number + effect/graphic/animation could also be combined.
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Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: MicronWars!

Post by Razorblade »

ok, for start i think the removal of the red square would be sufficient for now
i will think of something new :D
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: MicronWars!

Post by knorke »

But there are only green octagon and red triangles. :o

But you can adjust those shapes quite easily in tp_limited_metal.lua:
line ~100:
if (m == 0) then
gl.Color(1, 0, 0, 1)
--gl.DrawGroundCircle (x,0,z, 100, 3)
else
gl.Color(1-(m/500), m/500, 0, 1)
--gl.DrawGroundCircle (x,0,z, m/10, 8 )
end
The blue line draws the triangle (on empty spots) and the red line draws the octagon (on full spots)
Putting -- in front disables them.
You can also try adjusting the others numbers ie the gl.Color., I think its quite obvious ;)
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: MicronWars!

Post by Karl »

make nuclear boom everytime a unit dies
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: MicronWars!

Post by Forboding Angel »

Mexes can change animation based upon how much is being mined. Come on... this crap was in OTA.

Razorblade you just need to add it to your script.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: MicronWars!

Post by knorke »

Mexes can change animation based upon how much is being mined. Come on... this crap was in OTA.
but would also trigger if you estall.
The way to go is have the gadget use Spring.CallAsUnit (mex,..blabla)

then in the mex script you would have something like:

remaining_metal (metal)
if (metal > 500) then fast_pump_animation () return end
if (metal > 100) then slow_pump_animation () return end
if (metal == 0) then stop_pump () return end
end
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Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: MicronWars!

Post by Razorblade »

version 0.021 is released !

http://springfiles.com/spring/games/micronwars

read description for changes

have fun :D
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Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: MicronWars!

Post by Razorblade »

Micronwars is getting updated !

with some new models
don't know what more i gonna change

0.22 is gonna have some new tank models
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: MicronWars!

Post by PicassoCT »

Haha, modding the meanest of all drugs got to him again. :D

Glad you are back in the Ring!
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Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: MicronWars!

Post by Razorblade »

NEW verion is up

TEST version for new gameplay


http://springfiles.com/spring/games/micronwars
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: MicronWars!

Post by PicassoCT »

downloading
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: MicronWars!

Post by smoth »

http://springfiles.com/spring/games/micronwars

no screenshots

nothing showing WHAT I AM DOWNLOADING BEYOND A CHANGELOG NO ONE CARES ABOUT. changelogs only make sense when people are already playing it. When people are not playing it you need screenshots and a description of what it is.

I have no clue what I am looking at
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: MicronWars!

Post by knorke »

After playing second-last version yesterday I feel still like posted here:
http://springrts.com/phpbb/viewtopic.ph ... 8&start=37

There is not much tactic, grab all the resources you can get and make as many units as you can. Not the kind of rts I like, it feels too spam-blobarmy-of-tanks like.
In kernel panic that gameplay works because games are only a few minutes long. In MW games are long and it feels too drawn out, though others might enjoy the epic battles. Maybe just a matter of taste.

Graphics are okay I guess and there is no error spam or anything like that, so it is pretty playable. It is also no BA clone so worth a download.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: MicronWars!

Post by knorke »

attached is replay with version 0.24 where the teching somehow broke.
goode shared me his ultra tech thing and then build a new one for himself.
/edit
<[SIN]Godde> yeah
<[SIN]Godde> tried in singleplayer
<[SIN]Godde> gave ultratech to enemy
<[SIN]Godde> when my second ultratech got finished
<[SIN]Godde> error


[f=0013794] You received 1 new unit(s)*
[f=0013794] [Sound] Warning: Unable to open audio file: sounds/beep4.wav
[f=0013794] [Sound] Warning: CSound::GetSoundId: could not find sound: sounds/beep4.wav
[f=0014138] <[RoX]knorke> Allies: what did you share me
[f=0014378] [SIN]Godde added point: ultratech
[f=0014547] Error: LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/wrsasystem.lua"]:112: bad argument #2 to 'EditUnitCmdDesc' (number expected, got nil)
stack traceback:
[C]: in function 'EditUnitCmdDesc'
[string "LuaRules/Gadgets/wrsasystem.lua"]:112: in function 'UpdateRC'
[string "LuaRules/Gadgets/wrsasystem.lua"]:123: in function 'UpdateRCs'
[string "LuaRules/Gadgets/wrsasystem.lua"]:163: in function 'GameFrame'
[string "LuaRules/gadgets.lua"]:945: in function <[string "LuaRules/gadgets.lua"]:943>
(tail call): ?
[f=0014579] Error: LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/wrsasystem.lua"]:112: bad argument #2 to 'EditUnitCmdDesc' (number expected, got nil)
stack traceback:
[C]: in function 'EditUnitCmdDesc'
[string "LuaRules/Gadgets/wrsasystem.lua"]:112: in function 'UpdateRC'
[string "LuaRules/Gadgets/wrsasystem.lua"]:123: in function 'UpdateRCs'
[string "LuaRules/Gadgets/wrsasystem.lua"]:163: in function 'GameFrame'
[string "LuaRules/gadgets.lua"]:945: in function <[string "LuaRules/gadgets.lua"]:943>
(tail call): ?
[f=0014611] Error: LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/wrsasystem.lua"]:112: bad argument #2 to 'EditUnitCmdDesc' (number expected, got nil)
stack traceback:
Attachments
infolog.txt
(547.44 KiB) Downloaded 16 times
20111217_132906_Titan-v2_84.0.sdf
error error
(713.85 KiB) Downloaded 15 times
User avatar
Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: MicronWars!

Post by Razorblade »

No need to wait on a fix for this the gadget works correctly now
it is made so that if you share or destroy the researchbuilding you loose the perk you had you need to rebuild to activate it again

for the rest i fixed alot of problems and made some changes to the mod hopefully for the good cause


some screenies will follow


http://springfiles.com/spring/games/micronwars
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