View topic - Engine will stop spawning start units and resources



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PostPosted: 05 Jun 2010, 13:07 
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Hm, will the change also allow us to let a team stay alive even after all its units are destroyed so having 0 units would be a valid state? Would be useful for stuff like team games where all teams of an alliance should remain alive as long as the alliance survives so units can still be given to the "dead" teams and of course mods that have a different loss condition while allowing you to create units even without existing units.


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PostPosted: 05 Jun 2010, 15:40 
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KDR_11k wrote:
Hm, will the change also allow us to let a team stay alive even after all its units are destroyed so having 0 units would be a valid state?

No. If you lose your last unit your team is dead. Afaik there is no option to change that.
So if you start without any unit you are alive forever because you can't be killed.


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PostPosted: 06 Jun 2010, 12:13 
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Joined: 01 Jun 2005, 10:36
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Ultimately the game end condition should be moved completely to Lua too IMO. No default end condition built into engine, just a Lua call-out to trigger game end with a (list of) winning (ally)teams.


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PostPosted: 18 Jun 2010, 12:45 
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Uh... whats the problem with setting defaults, and then overriding those with lua?


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PostPosted: 18 Jun 2010, 15:01 
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Harder to adapt.

If the default game end condition is in Lua already, you can just copy the gadget and modify it a bit.

If the default game end condition is in C++, you have to port it to Lua first, and figure out how to disable the C++ code.


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PostPosted: 18 Jun 2010, 17:13 
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to avoid game ending when all units are destroyed you can have an indestructible and not noticeable null unit to hold the game


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PostPosted: 18 Jun 2010, 17:36 
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bobthedinosaur wrote:
to avoid game ending when all units are destroyed you can have an indestructible and not noticeable null unit to hold the game


Which, of course, is an ugly hack that would be better replaced with an overridable default Lua gadget that implements the current behavior.


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PostPosted: 19 Jun 2010, 10:54 
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Exactly.


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PostPosted: 19 Jun 2010, 12:30 
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My point is that in the future the mods actually take more lines of lua code than the engine uses c++ code...


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PostPosted: 21 Jun 2010, 00:23 
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And that is a good thing because if you want all that extra code then yay, but if you don't then you can be uber lightweight. It also means a tidier stabler and faster core engine.


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PostPosted: 21 Jun 2010, 10:13 
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Yeh but it also means to update 100 mods intead of 1 engine if theres some bug in their lua codes they all share.


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PostPosted: 21 Jun 2010, 15:38 
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I don't like it that you've chosen this particular subject to troll, if your serious about it then stop raising and arguing exactly the same points and regurgitating the same discussion


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PostPosted: 21 Jun 2010, 17:15 
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Im not trolling


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PostPosted: 21 Jun 2010, 18:27 
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TradeMark wrote:
Yeh but it also means to update 100 mods intead of 1 engine if theres some bug in their lua codes they all share.

When the engine updates the player has to download spring again.

When a mod updates, the players don't have to do anything. Their client downloads it automatically.


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PostPosted: 21 Jun 2010, 18:37 
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Imho, the best behavior in general is an over-ridable default gadget, but obviously the Spring devs disagree since we're starting to see breaking changes with a nice package of "here's how to get the old behavior back" which I suppose is a bit cleaner for new projects.


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PostPosted: 21 Jun 2010, 18:44 
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CarRepairer wrote:
TradeMark wrote:
Yeh but it also means to update 100 mods intead of 1 engine if theres some bug in their lua codes they all share.

When the engine updates the player has to download spring again.

When a mod updates, the players don't have to do anything. Their client downloads it automatically.

note that some mods take 400megs, engine takes 18megs

and i expect every mod be huge like that in the future...


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PostPosted: 21 Jun 2010, 18:53 
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With the pool format or the old SD package system for CA, updating can be piecewise, rather than re-downloading the whole archive.


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PostPosted: 21 Jun 2010, 18:54 
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TradeMark wrote:
note that some mods take 400megs, engine takes 18megs

Updating a bug fix in a 400meg mod requires downloading 1k. As Neddie stated.

Trademark, you are an old dinosaur who is stuck in the past in every way. You are out of the loop when it comes to lua, when it comes to the rapid system and you should stop talking and start listening.


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PostPosted: 21 Jun 2010, 19:19 
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You will see, just remember, i told ya.


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PostPosted: 21 Jun 2010, 21:06 
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TradeMark wrote:
note that some mods take 400megs, engine takes 18megs

and i expect every mod be huge like that in the future...

CA archive is ~90MB, unpacked 200MB.
Unpacked, LuaRules is 2.1MB (including ~350k Images), LuaUI is 16MB (biggest part is sounds and images, Widgets are less than 4 MB).

Biggest chunks in CA are unittextures, models and sounds.


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