Journeywar
Moderators: Moderators, Content Developer
Re: Journeywar
nice soap pad you've got there
Re: Journeywar
@Karl: Cleanest mod of them all.
Can somebody tell me how to keep the org sky from popping back into existance, when i zoom in ?
I use zwzsgs skybox widget to draw the sky, and the holotable below..
I had a neat idea today.. PlasmaFieldForces..
its actually pretty simple.. you have microwave-lasers. Lots of them.. in two batterys.. and you 3d print very fast a form into the sky, and then you juice the resulting plasma figure with power crawling up another laser. Result? Magnetic Coil out of nowhere.. very neat idea if you for example want to print a coil beneath something coming along at high speed allready, which should reach altitude..
http://en.wikipedia.org/wiki/Mass_driver
Can somebody tell me how to keep the org sky from popping back into existance, when i zoom in ?
I use zwzsgs skybox widget to draw the sky, and the holotable below..
I had a neat idea today.. PlasmaFieldForces..
its actually pretty simple.. you have microwave-lasers. Lots of them.. in two batterys.. and you 3d print very fast a form into the sky, and then you juice the resulting plasma figure with power crawling up another laser. Result? Magnetic Coil out of nowhere.. very neat idea if you for example want to print a coil beneath something coming along at high speed allready, which should reach altitude..
http://en.wikipedia.org/wiki/Mass_driver
- Attachments
-
- PlasmaFieldForces.jpg (22.92 KiB) Viewed 2177 times
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- nativeSkz.jpg
- (1.49 MiB) Downloaded 1 time
Re: Journeywar
Wait, do you mean you're actually replacing the sky? Oh god the horror!skybox widget
(must use for some apocalyptic event though!)
Re: Journeywar
The OpenGL scene is sized to about a large map size. Or something like that, ask a dev. So if the Lua skybox is too big, part of it gets out of the volume where things are rendered. If the lua skybox is too small, then it goes through the terrain.PicassoCT wrote:Can somebody tell me how to keep the org sky from popping back into existance, when i zoom in ?
I use zwzsg skybox widget to draw the sky, and the holotable below..
I couldn't manage to find a callin to draw things after the sky and before the terrain. Once I tried to disable engine terrain rendering and replace it by Lua, but it's not really practical: only minimap texture, not full size texture, is available to Lua. Not to mention perfomance issues. It led me to a nice retro-future widget though.
Re: Journeywar
Another day of bringing Journeywar to 97 - full of boring maintainenance.
First Thing:
Im trying to convert spring, to the lups directory and config structure that zero-k has. Zero-k is by now the driving factor of this engine, and the most shiny new toys clearly integrate better if you adapt to this structure.
Also its very clean, everything is seperated by concern and a lot less one-big-file-mess.
Second Thing:
Teamplatter and MapGrid VR interact in a rather poor fashion with each other. Meaning Teamplatter makes the VR-Grid flicker. I think it something with the DrawWorldPreUnit() calls beating each other..
Third Thing:
I even got sound now when in LuaIntro. Skinfantry needs dieing sound. Several yet to do buildings and units have been implemented as placeholders.
Testgames indicate that some units are redundant. Other are way to micro intensive.
Fourth Thing:
The Tutorial is not working anymore. Which is lousy because it is basically the most simple widget. Check the Unitdef of the selected unit. If type not tutored yet - set a marker near the unit.
Fifth Thing:
Im thinking about a new mini-mission. The idea is simple. Everyone has a spy in the enemy team. And he knows this spy ahead of time. Now the moment this guy extracts, everyone knows, so you got to help the guy to get out alive with the mc guffin. Could make for pretty intense gameplay.
Good night
First Thing:
Im trying to convert spring, to the lups directory and config structure that zero-k has. Zero-k is by now the driving factor of this engine, and the most shiny new toys clearly integrate better if you adapt to this structure.
Also its very clean, everything is seperated by concern and a lot less one-big-file-mess.
Second Thing:
Teamplatter and MapGrid VR interact in a rather poor fashion with each other. Meaning Teamplatter makes the VR-Grid flicker. I think it something with the DrawWorldPreUnit() calls beating each other..
Third Thing:
I even got sound now when in LuaIntro. Skinfantry needs dieing sound. Several yet to do buildings and units have been implemented as placeholders.
Testgames indicate that some units are redundant. Other are way to micro intensive.
Fourth Thing:
The Tutorial is not working anymore. Which is lousy because it is basically the most simple widget. Check the Unitdef of the selected unit. If type not tutored yet - set a marker near the unit.
Fifth Thing:
Im thinking about a new mini-mission. The idea is simple. Everyone has a spy in the enemy team. And he knows this spy ahead of time. Now the moment this guy extracts, everyone knows, so you got to help the guy to get out alive with the mc guffin. Could make for pretty intense gameplay.
Good night
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Journeywar
this looks insane and awesome (and insane)!
Re: Journeywar
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
I will not use my thread as a picture source dump
- Attachments
-
- innerswirl.png (23.98 KiB) Viewed 2065 times
Re: Journeywar
I'd say it's more about z-fighting, and that a judicious of either gl.DepthMask/gl.DepthTest, or gl.PolygonOffset, would fix it.PicassoCT wrote:Teamplatter and MapGrid VR interact in a rather poor fashion with each other. Meaning Teamplatter makes the VR-Grid flicker. I think it something with the DrawWorldPreUnit() calls beating each other..
Re: Journeywar
I dont understand, both sides are depth testing as far as i can tell.zwzsg wrote:I'd say it's more about z-fighting, and that a judicious of either gl.DepthMask/gl.DepthTest, or gl.PolygonOffset, would fix it.PicassoCT wrote:Teamplatter and MapGrid VR interact in a rather poor fashion with each other. Meaning Teamplatter makes the VR-Grid flicker. I think it something with the DrawWorldPreUnit() calls beating each other..
Code: Select all
--related thread: http://springrts.com/phpbb/viewtopic.php?f=13&t=26732&start=22
function widget:GetInfo()
return {
name = "External VR Grid",
desc = "VR grid around map",
author = "knorke, tweaked by KR",
date = "Sep 2011",
license = "PD",
layer = -3,
enabled = false,
--detailsDefault = 3,
}
end
if VFS.FileExists("nomapedgewidget.txt") then
return
end
local DspLst = nil
--local updateFrequency = 120 -- unused
local gridTex = "LuaUI/images/vr_grid.png"
--local height = 0 -- how far above ground to draw
---magical speedups---
local math = math
local random = math.random
local spGetGroundHeight = Spring.GetGroundHeight
local glVertex = gl.Vertex
local glTexCoord = gl.TexCoord
local glColor = gl.Color
local glCreateList = gl.CreateList
local glTexRect = gl.TexRect
local spTraceScreenRay = Spring.TraceScreenRay
----------------------
local heights = {}
local island = false
local mapSizeX = Game.mapSizeX
local mapSizeZ = Game.mapSizeZ
--[[
local maxHillSize = 800/res
local maxPlateauSize = math.floor(maxHillSize*0.6)
local maxHeight = 300
local featureChance = 0.01
local noFeatureRange = 0
]]--
options_path = 'Settings/Graphics/Map/VR Grid'
options_order = {"mirrorHeightMap","drawForIslands","res","range","northSouthText"}
options = {
mirrorHeightMap = {
name = "Mirror heightmap",
type = 'bool',
value = true,
desc = 'Mirrors heightmap on the grid',
OnChange = function(self)
gl.DeleteList(DspLst)
widget:Initialize()
end,
},
drawForIslands = {
name = "Draw for islands",
type = 'bool',
value = Spring.GetConfigInt("ReflectiveWater", 0) ~= 4,
desc = "Draws mirror grid when map is an island",
},
res = {
name = "Tile size (64-512)",
advanced = true,
type = 'number',
min = 64,
max = 512,
step = 64,
value = 512,
desc = 'Sets tile size (lower = more detail)\nStepsize is 64; recommend powers of 2',
OnChange = function(self)
gl.DeleteList(DspLst)
widget:Initialize()
end,
},
range = {
name = "Range (1024-8192)",
advanced = true,
type = 'number',
min = 1024,
max = 8192,
step = 256,
value = 3072,
desc = 'How far outside the map to draw',
OnChange = function(self)
gl.DeleteList(DspLst)
widget:Initialize()
end,
},
northSouthText = {
name = "North, East, South, & West text",
type = 'bool',
value = false,
desc = 'Help you identify map direction under rotation by placing a "North/South/East/West" text on the map edges',
OnChange = function(self)
gl.DeleteList(DspLst)
widget:Initialize()
end,
},
}
-- for terrain randomization - kind of primitive
--[[
local terrainFuncs = {
ridge = function(x, z, args)
if args.height == 0 then return end
for a=x-args.sizeX*res, x+args.sizeX*res,res do
for b=z-args.sizeZ*res, z+args.sizeZ*res,res do
local distFromCenterX = math.abs(a - x)/res
local distFromCenterZ = math.abs(b - z)/res
local heightMod = 0
local excessDistX, excessDistZ = 0, 0
if distFromCenterX > args.plateauSizeX then
excessDistX = distFromCenterX - args.plateauSizeX
end
if distFromCenterZ > args.plateauSizeZ then
excessDistZ = distFromCenterZ - args.plateauSizeZ
end
if excessDistX == 0 and excessDistZ == 0 then
-- do nothing
elseif excessDistX >= excessDistZ then
heightMod = excessDistX/(args.sizeX - args.plateauSizeX)
elseif excessDistX < excessDistZ then
heightMod = excessDistZ/(args.sizeZ - args.plateauSizeZ)
end
if heights[a] and heights[a][b] then
heights[a][b] = heights[a][b] + args.height * (1-heightMod)
end
end
end
--Spring.Echo(count)
end,
diamondHill = function(x, z, args) end,
mesa = function(x, z, args) end,
}
]]--
local function GetGroundHeight(x, z)
return heights[x] and heights[x][z] or spGetGroundHeight(x,z)
end
local function IsIsland()
local sampleDist = 512
for i=1,mapSizeX,sampleDist do
-- top edge
if GetGroundHeight(i, 0) > 0 then
return false
end
-- bottom edge
if GetGroundHeight(i, mapSizeZ) > 0 then
return false
end
end
for i=1,mapSizeZ,sampleDist do
-- left edge
if GetGroundHeight(0, i) > 0 then
return false
end
-- right edge
if GetGroundHeight(mapSizeX, i) > 0 then
return false
end
end
return true
end
local function InitGroundHeights()
local res = options.res.value or 128
local range = (options.range.value or 8192)/res
local TileMaxX = mapSizeX/res +1
local TileMaxZ = mapSizeZ/res +1
for x = (-range)*res,mapSizeX+range*res, res do
heights[x] = {}
for z = (-range)*res,mapSizeZ+range*res, res do
local px, pz
if options.mirrorHeightMap.value then
if (x < 0 or x > mapSizeX) then -- outside X map bounds; mirror true heightmap
local xAbs = math.abs(x)
local xFrac = (mapSizeX ~= xAbs) and x%(mapSizeX) or mapSizeX
local xFlip = -1^math.floor(x/mapSizeX)
if xFlip == -1 then
px = mapSizeX - xFrac
else
px = xFrac
end
end
if (z < 0 or z > mapSizeZ) then -- outside Z map bounds; mirror true heightmap
local zAbs = math.abs(z)
local zFrac = (mapSizeZ ~= zAbs) and z%(mapSizeZ) or mapSizeZ
local zFlip = -1^math.floor(z/mapSizeZ)
if zFlip == -1 then
pz = mapSizeZ - zFrac
else
pz = zFrac
end
end
end
heights[x][z] = GetGroundHeight(px or x, pz or z) -- 20, 0
end
end
--apply noise
--[[
for x=-range*res, (TileMaxX+range)*res,res do
for z=-range*res, (TileMaxZ+range)*res,res do
if (x > 0 and z > 0) then Spring.Echo(x, z) end
if not (x + noFeatureRange > 0 and z + noFeatureRange > 0 and x - noFeatureRange < TileMaxX and z - noFeatureRange < TileMaxZ) and featureChance>math.random() then
local args = {
sizeX = math.random(1, maxHillSize),
sizeZ = math.random(1, maxHillSize),
plateauSizeX = math.random(1, maxPlateauSize),
plateauSizeZ = math.random(1, maxPlateauSize),
height = math.random(-maxHeight, maxHeight),
}
terrainFuncs.ridge(x,z,args)
end
end
end
-- for testing
local args = {
sizeX = maxHillSize,
sizeZ = maxHillSize,
plateauSizeX = maxPlateauSize,
plateauSizeZ = maxPlateauSize,
height = maxHeight,
}
terrainFuncs.ridge(-600,-600,args)
]]--
end
--[[
function widget:GameFrame(n)
if n % updateFrequency == 0 then
DspList = nil
end
end
]]--
local function TextOutside()
if (options.northSouthText.value) then
local mapSizeX = mapSizeX
local mapSizeZ = mapSizeZ
local average = (GetGroundHeight(mapSizeX/2,0) + GetGroundHeight(0,mapSizeZ/2) + GetGroundHeight(mapSizeX/2,mapSizeZ) +GetGroundHeight(mapSizeX,mapSizeZ/2))/4
gl.Rotate(-90,1,0,0)
gl.Translate (0,0,average)
gl.Text("North", mapSizeX/2, 200, 200, "co")
gl.Rotate(-90,0,0,1)
gl.Text("East", mapSizeZ/2, mapSizeX+200, 200, "co")
gl.Rotate(-90,0,0,1)
gl.Text("South", -mapSizeX/2, mapSizeZ +200, 200, "co")
gl.Rotate(-90,0,0,1)
gl.Text("West", -mapSizeZ/2,200, 200, "co")
-- gl.Text("North", mapSizeX/2, 100, 200, "on")
-- gl.Text("South", mapSizeX/2,-mapSizeZ, 200, "on")
-- gl.Text("East", mapSizeX,-(mapSizeZ/2), 200, "on")
-- gl.Text("West", 0,-(mapSizeZ/2), 200, "on")
end
end
local function TilesVerticesOutside()
local res = options.res.value or 128
local range = (options.range.value or 8192)/res
local TileMaxX = mapSizeX/res +1
local TileMaxZ = mapSizeZ/res +1
for x=-range,TileMaxX+range,1 do
for z=-range,TileMaxZ+range,1 do
if (x > 0 and z > 0 and x < TileMaxX and z < TileMaxZ) then
else
glTexCoord(0,0)
glVertex(res*(x-1), GetGroundHeight(res*(x-1),res*z), res*z)
glTexCoord(0,1)
glVertex(res*x, GetGroundHeight(res*x,res*z), res*z)
glTexCoord(1,1)
glVertex(res*x, GetGroundHeight(res*x,res*(z-1)), res*(z-1))
glTexCoord(1,0)
glVertex(res*(x-1), GetGroundHeight(res*(x-1),res*(z-1)), res*(z-1))
end
end
end
end
local function DrawTiles()
gl.PushAttrib(GL.ALL_ATTRIB_BITS)
gl.DepthTest(true)
gl.DepthMask(true)
gl.Texture(gridTex)
gl.BeginEnd(GL.QUADS,TilesVerticesOutside)
gl.Texture(false)
gl.DepthMask(false)
gl.DepthTest(false)
TextOutside()
glColor(0.5,0.5,0.5,0.01)
gl.PopAttrib()
end
function widget:DrawWorldPreUnit()
if (not island) or options.drawForIslands.value then
gl.CallList(DspLst)-- Or maybe you want to keep it cached but not draw it everytime.
-- Maybe you want Spring.SetDrawGround(false) somewhere
end
end
function widget:MousePress(x, y, button)
local _, mpos = spTraceScreenRay(x, y, true) --//convert UI coordinate into ground coordinate.
if mpos==nil then --//activate epic menu if mouse position is outside the map
local _, _, meta, _ = Spring.GetModKeyState()
if meta then --//show epicMenu when user also press the Spacebar
WG.crude.OpenPath(options_path) --click + space will shortcut to option-menu
WG.crude.ShowMenu() --make epic Chili menu appear.
return false
end
end
end
function widget:Initialize()
Spring.SendCommands("luaui disablewidget Map Edge Extension")
island = IsIsland()
InitGroundHeights()
DspLst = glCreateList(DrawTiles)
end
function widget:Shutdown()
gl.DeleteList(DspList)
end
Code: Select all
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- file: gui_team_platter.lua
-- brief: team colored platter for all visible units
-- author: Dave Rodgers
--
-- Copyright (C) 2007.
-- Licensed under the terms of the GNU GPL, v2 or later.
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function widget:GetInfo()
return {
name = "TeamPlatter",
desc = "Shows a team color platter above all visible units",
author = "trepan",
date = "Apr 16, 2007",
license = "GNU GPL, v2 or later",
layer = 5,
enabled = true -- loaded by default?
}
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Automatically generated local definitions
local GL_LINE_LOOP = GL.LINE_LOOP
local GL_TRIANGLE_FAN = GL.TRIANGLE_FAN
local glBeginEnd = gl.BeginEnd
local glColor = gl.Color
local glCreateList = gl.CreateList
local glDeleteList = gl.DeleteList
local glDepthTest = gl.DepthTest
local glDrawListAtUnit = gl.DrawListAtUnit
local glLineWidth = gl.LineWidth
local glPolygonOffset = gl.PolygonOffset
local glVertex = gl.Vertex
local spDiffTimers = Spring.DiffTimers
local spGetAllUnits = Spring.GetAllUnits
local spGetGroundNormal = Spring.GetGroundNormal
local spGetSelectedUnits = Spring.GetSelectedUnits
local spGetTeamColor = Spring.GetTeamColor
local spGetTimer = Spring.GetTimer
local spGetUnitBasePosition = Spring.GetUnitBasePosition
local spGetUnitDefDimensions = Spring.GetUnitDefDimensions
local spGetUnitDefID = Spring.GetUnitDefID
local spGetUnitRadius = Spring.GetUnitRadius
local spGetUnitTeam = Spring.GetUnitTeam
local spGetUnitViewPosition = Spring.GetUnitViewPosition
local spIsUnitSelected = Spring.IsUnitSelected
local spIsUnitVisible = Spring.IsUnitVisible
local spSendCommands = Spring.SendCommands
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local function SetupCommandColors(state)
local alpha = state and 1 or 0
local f = io.open('cmdcolors.tmp', 'w+')
if (f) then
f:write('unitBox 0 1 0 ' .. alpha)
f:close()
spSendCommands({'cmdcolors cmdcolors.tmp'})
end
os.remove('cmdcolors.tmp')
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local teamColors = {}
local trackSlope = true
local circleLines = 0
local circlePolys = 0
local circleDivs = 32
local circleOffset = 0
local startTimer = spGetTimer()
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function widget:Initialize()
circleLines = glCreateList(function()
glBeginEnd(GL_LINE_LOOP, function()
local radstep = (2.0 * math.pi) / circleDivs
for i = 1, circleDivs do
local a = (i * radstep)
glVertex(math.sin(a), circleOffset, math.cos(a))
end
end)
end)
circlePolys = glCreateList(function()
glBeginEnd(GL_TRIANGLE_FAN, function()
local radstep = (2.0 * math.pi) / circleDivs
for i = 1, circleDivs do
local a = (i * radstep)
glVertex(math.sin(a), circleOffset, math.cos(a))
end
end)
end)
SetupCommandColors(false)
end
function widget:Shutdown()
glDeleteList(circleLines)
glDeleteList(circlePolys)
SetupCommandColors(true)
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local realRadii = {}
local function GetUnitDefRealRadius(udid)
local radius = realRadii[udid]
if (radius) then
return radius
end
local ud = UnitDefs[udid]
if (ud == nil) then return nil end
local dims = spGetUnitDefDimensions(udid)
if (dims == nil) then return nil end
local scale = ud.hitSphereScale -- missing in 0.76b1+
scale = ((scale == nil) or (scale == 0.0)) and 1.0 or scale
radius = dims.radius / scale
realRadii[udid] = radius
return radius
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local teamColors = {}
local function GetTeamColorSet(teamID)
local colors = teamColors[teamID]
if (colors) then
return colors
end
local r,g,b = spGetTeamColor(teamID)
colors = {{ r, g, b, 0.4 },
{ r, g, b, 0.7 }}
teamColors[teamID] = colors
return colors
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local triggerzoneDefID= UnitDefNames["triggerzone"].id
local actionzoneDefID= UnitDefNames["actionzone"].id
local reservoirzoneDefID= UnitDefNames["reservoirzone"].id
-- and udid ~=reservoirzoneDefID and udid ~=triggerzoneDefID and udid ~= actionzoneDefID
function widget:DrawWorldPreUnit()
glLineWidth(3.0)
glDepthTest(true)
glPolygonOffset(-50, -2)
local lastColorSet = nil
for _,unitID in ipairs(spGetAllUnits()) do
if (spIsUnitVisible(unitID)) then
local teamID = spGetUnitTeam(unitID)
if (teamID) then
local udid = spGetUnitDefID(unitID)
local radius = GetUnitDefRealRadius(udid)
if (radius) then
local colorSet = GetTeamColorSet(teamID)
if (trackSlope and (not UnitDefs[udid].canFly)) then
local x, y, z = spGetUnitBasePosition(unitID)
local gx, gy, gz = spGetGroundNormal(x, z)
local degrot = math.acos(gy) * 180 / math.pi
glColor(colorSet[1])
glDrawListAtUnit(unitID, circlePolys, false,
radius, 1.0, radius,
degrot, gz, 0, -gx)
glColor(colorSet[2])
glDrawListAtUnit(unitID, circleLines, false,
radius, 1.0, radius,
degrot, gz, 0, -gx)
else
glColor(colorSet[1])
glDrawListAtUnit(unitID, circlePolys, false,
radius, 1.0, radius)
glColor(colorSet[2])
glDrawListAtUnit(unitID, circleLines, false,
radius, 1.0, radius)
end
end
end
end
end
glPolygonOffset(false)
--
-- Blink the selected units
--
glDepthTest(false)
local diffTime = spDiffTimers(spGetTimer(), startTimer)
local alpha = 1.8 * math.abs(0.5 - (diffTime * 3.0 % 1.0))
glColor(1, 1, 1, alpha)
for _,unitID in ipairs(spGetSelectedUnits()) do
local udid = spGetUnitDefID(unitID)
local radius = GetUnitDefRealRadius(udid)
if (radius) then
if (trackSlope and (not UnitDefs[udid].canFly)) then
local x, y, z = spGetUnitBasePosition(unitID)
local gx, gy, gz = spGetGroundNormal(x, z)
local degrot = math.acos(gy) * 180 / math.pi
glDrawListAtUnit(unitID, circleLines, false,
radius, 1.0, radius,
degrot, gz, 0, -gx)
else
glDrawListAtUnit(unitID, circleLines, false,
radius, 1.0, radius)
end
end
end
glLineWidth(1.0)
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
- Attachments
-
- convertMeToMd3.rar
- (144.5 KiB) Downloaded 5 times
Re: Journeywar
Exactly, if they are both depth testing, and are both at the same depth, then you get flicker.PicassoCT wrote:I dont understand, both sides are depth testing as far as i can tell.
So either you make the one drawn last not depth test (so it's always drawn over), either you fiddle with PolygonOffset to force one to be at a different depth.
Re: Journeywar
Tryied, removed depthtest. Which did not fix it.
Made the silcergun for the comender to feel not so useless
Made the silcergun for the comender to feel not so useless
- Attachments
-
- slicergun.jpg
- (274.86 KiB) Downloaded 1 time
Re: Journeywar
well.. i had a fever.. and i did things..
basically its a feature.. that builds itself algorithmically from lego, based upon the mapname..
this whole thing worked pretty well with the varyfoo
and yes it looks shitty on my laptop
basically its a feature.. that builds itself algorithmically from lego, based upon the mapname..
this whole thing worked pretty well with the varyfoo
and yes it looks shitty on my laptop
- Attachments
-
- foorunner.jpg
- (874.32 KiB) Not downloaded yet
Re: Journeywar
Some updates:
The skinfantry and tiglil now can go into ambush mode- once unattacked and out of sight -activated they get invisible and get a ambush charge, wich upon release allows them to fire more rapidly for a short time.
Im working on the Energy to Metall Converter.. and a lot of small changes.
The Varyfoo now have a unittype comon exp-hp ratio - meaning, any exp gained, translates to a growing maxhp rate. Hope you kill them fast. Also you cant activate Varyfoos before the enemy has a commender in game.
Also churned out icons for the journeys.
The skinfantry and tiglil now can go into ambush mode- once unattacked and out of sight -activated they get invisible and get a ambush charge, wich upon release allows them to fire more rapidly for a short time.
Im working on the Energy to Metall Converter.. and a lot of small changes.
The Varyfoo now have a unittype comon exp-hp ratio - meaning, any exp gained, translates to a growing maxhp rate. Hope you kill them fast. Also you cant activate Varyfoos before the enemy has a commender in game.
Also churned out icons for the journeys.
- Attachments
-
- urdarealwip.jpg
- (47.43 KiB) Not downloaded yet
Re: Journeywar
[f=0000910] Fatal: LuaRules: cannot allocate more memory! (805306399 bytes already used, 0 bytes maximum)
[f=0000910] Error: LuaRules::RunCallIn: error = 4, GameFrame, [Internal Lua error: Call failure] not enough memory
[f=0000910] Fatal: LuaUI: cannot allocate more memory! (805306399 bytes already used, 0 bytes maximum)
[f=0000910] Error: LuaUI::RunCallIn: error = 4, GameFrame, [Internal Lua error: Call failure] not enough memory
[f=0000910] Fatal: LuaRules: cannot allocate more memory! (805306399 bytes already used, 0 bytes maximum)
[f=0000910] [UnitScript] Error: LuaRules::RunCallIn: error = 1, CLuaUnitScript::StartMoving, [Internal Lua error: Call failure] not enough memory
[f=0000910] Fatal: LuaUI: cannot allocate more memory! (805306399 bytes already used, 0 bytes maximum)
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Journeywar
Which Spring version are you using? If you are using develop, make sure its more recent than this https://github.com/spring/spring/commit ... c6d27e6fcc !
Re: Journeywar
Thanks Silentwings that fixed everything and more. Great new Spring Version.
Lots of stuff has been modified.
The Reinforcements at gamestart do no longer include mtws..
They consume too much income at the start, killing your eco.
The Journeyman now have a harbour, and attackfishsubs.
The Ambushmode got added.
Everything is so fucking green.
Currently in the works is the shroudshrike.
And its difficult. How do you visualisise luck. Infinite coins dropped and always landing on head?
Lots of stuff has been modified.
The Reinforcements at gamestart do no longer include mtws..
They consume too much income at the start, killing your eco.
The Journeyman now have a harbour, and attackfishsubs.
The Ambushmode got added.
Everything is so fucking green.
Currently in the works is the shroudshrike.
And its difficult. How do you visualisise luck. Infinite coins dropped and always landing on head?
- Attachments
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- soGreen.jpg
- (341.95 KiB) Not downloaded yet
Re: Journeywar
pink pig with its back getting slit open with a golden coin.
never though of what this symbol signifies before writing it down here.. interesting. interesting...
.. also the chinese must have many symbols for luck, and the indians maybe some god? could have multiple symbols dancing in a circle...
never though of what this symbol signifies before writing it down here.. interesting. interesting...
.. also the chinese must have many symbols for luck, and the indians maybe some god? could have multiple symbols dancing in a circle...
Re: Journeywar
I looked at that.. not my thing.. i think ill paint a p-tree
Re: Journeywar
I looked into what i was looking forward at, and found it.. rather difficult to accomplish.
So a dice it is .. hoping through the landscape always landing six eyes.
I had another nice idea, that will never be real:
Kinect Code Foo
You basically programm with a mixture of voice and gestures.
The Gestures are all about code structure, loops, lambda expressions, while the spoken words are all about conditions, stringy parts and such.
It could be elegant taichi like movement, without ridiculos strenght drawing exercises build in. Most important, always allow the user to look on the screen. No fency dancing.
Also it helps avoiding spinal pain.Gesture suggestions welcome.
The ShroudShrike proves difficult- who would have expected that..
So a dice it is .. hoping through the landscape always landing six eyes.
I had another nice idea, that will never be real:
Kinect Code Foo
You basically programm with a mixture of voice and gestures.
The Gestures are all about code structure, loops, lambda expressions, while the spoken words are all about conditions, stringy parts and such.
It could be elegant taichi like movement, without ridiculos strenght drawing exercises build in. Most important, always allow the user to look on the screen. No fency dancing.
Also it helps avoiding spinal pain.Gesture suggestions welcome.
The ShroudShrike proves difficult- who would have expected that..