Creating a gadget database

Creating a gadget database

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Creating a gadget database

Post by SeanHeron »

Lets have a gadget database to go with the widget database (which is made of win) - why should we let the players have all the fun :P (and more importantly - convenience)!

I've been talking with Forb, and I meant to clarify this with VeryBadSoldier before proposing, but I'm pretty sure we can get it set up.

Reason (in case anyone needs it explained): There's a heap of great gagdets out there in various games, and thanks to our Engine licence and common understanding, they're all free to use in other games.
However, it's somewhat wearying to crawl through 5+ games searching for some functionality you're after (I know, I've been doing it).

So, one place to rule them!

Ok, enough bla bla, I want to hear calls of "encore" ;D !
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Creating a gadget database

Post by zwzsg »

There is one, and CA is its name. :wink:
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Creating a gadget database

Post by SeanHeron »

Edit: Sorry, I missed the humourus slant in Zs post on first reading...
But seriously, that just doesn't do the trick - even if it had everything, a database is far more convenient for browsing. etc, etc.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Creating a gadget database

Post by bobthedinosaur »

The French aren't always sarcastic.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Creating a gadget database

Post by FLOZi »

Gagdets are probably considerably more likely to be mod-specific and likely to conflict with one another.

(Yeah ideally people would write gadgets in an open and extensible way to make it easier to use them across multiple games but it just doesn't always pan out that way)
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Creating a gadget database

Post by TheFatController »

FLOZi wrote:Gagdets are probably considerably more likely to be mod-specific and likely to conflict with one another.

(Yeah ideally people would write gadgets in an open and extensible way to make it easier to use them across multiple games but it just doesn't always pan out that way)
I'd happily un-BA some of my gadgets for a database, there's also currently a bunch of hax preventing gadgets already that I think you can pretty much drop into any mod in BA now.
Google_Frog
Moderator
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Re: Creating a gadget database

Post by Google_Frog »

As zwzsg said, there is already a gadget database. http://trac.caspring.org/browser/trunk/ ... es/Gadgets For the gadgets that aren't there check s44.

I don't think you can expect many gadgets to be completely portable. Gadgets are produced to work in 1 specific game, for example take KDR's gadgets which basically implement an entire game. Sure you could take bits of those gadgets and use them elsewhere but that's far from expecting gadgets to plug-and-play.

And for example terraform requires a unit called terraunit with specific stats and that only provides the functionality. If players want an interface you'd have to copy the interface widget.

So anyway go ahead with a database but I doubt that many (large) gadgets can be easily ported without contacting the author.
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Creating a gadget database

Post by SeanHeron »

Cool TheFatController :).

Flozi, you're right, and I perhaps didn't make clear that I don't expect every gadget out there to live on the database. Even if as you say, often enough gadgets are not written with general use in mind, I think there are/ will be enough to warrent setting this up.

Google_Frog, I'd imagine that often enough it would not be individual files, but whole gadget-modules that are on offer (this would be the case for the Levelup/Ability system that we've set up for Engines of War).

On that issue, and what you've raised regarding gadgets requiring gadget specific info to work, it'd probably make sense to have some standard file structure we save the gadgets in. Ie base zip folder is equivalent to LuaRules, and the included files are in the appropriate subfolders.
As well as including an "Api" text file explaining how the gadget interfaces with the rest of Spring:
- ie what unitdefs it needs;
- any "calls" it requires (ie global vars be set) from non-generalisable seperate gadgets;
Or to pick up your example:
- what info it passes on to GUI elements;
- CMDs it depends on being given, etc.

So yah, I think I will be going forwards with this (in cooperation with others).
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Creating a gadget database

Post by Tribulex »

CA is a more like a database of fail.

Examples of great gadgets that take alot of searching to find:

Unit Cannon thingy from REVENGE
Cob button thingy (Useful for making taunt animations and sounds)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Creating a gadget database

Post by Forboding Angel »

Lol CA as a gadget database. Yeah that pretty much fails, for many many reasons.
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Creating a gadget database

Post by SeanHeron »

I've chatted with Very_Bad_Soldier, and he's been so kind to explain how to set up the database. Just sorting out where to host it atm (I have offers, thank you).
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Creating a gadget database

Post by very_bad_soldier »

I have to make some things configurable that are currently hardcoded for the widget db. Anyway I have set up a test gadgetdb at these urls:
Webclient: http://gadgets.springrts.de
Server: http://gadgetdb.springrts.de
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Creating a gadget database

Post by SeanHeron »

Hey, cool very_bad_soldier! Thanks loads :).
Sorry I'm kinda dragging my feet on rigging it up myself, but as said, I don't have any prior experience.I'd be glad to help if there's stuff needing testing or such (or anything else you can think of :D).
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Creating a gadget database

Post by FLOZi »

Made this the other day and figured it might be useful for others:

http://spring1944.svn.sourceforge.net/v ... iew=markup

Well, yuri made it ages ago with a cob include, i just remade it all in lua and made the command queuable. It turns the unit towards a heading in case it wasn't obvious.
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Creating a gadget database

Post by SeanHeron »

Hey, just incase someone missed it - the database is now set up and ready to rumble. Would be cool if you guys could upload the gadgets you suggested!
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Creating a gadget database

Post by TheFatController »

Will do when I get some time to untie some of the ones i've written
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