View topic - Journeywar



All times are UTC + 1 hour


Post new topic Reply to topic  [ 986 posts ]  Go to page Previous  1 ... 29, 30, 31, 32, 33, 34, 35 ... 50  Next
Author Message
 Post subject: Re: Journeywar
PostPosted: 01 Sep 2011, 13:49 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
SpringFiles Admin deleted my pw-proctored alpha..


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 01 Sep 2011, 14:36 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
hoijui wrote:
i think it is somehow possible to not flatten the ground for a building, which.. if i remember right, should be no problem if the building is not producing units.
should look better with this turret.

it is possible yes. levelGround


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 02 Sep 2011, 00:53 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Argh, the laws of animation are a harsh misstress...

my strider doesent stop walking...

http://pastebin.com/tFdQAqDp

Infolog states:
Code:
[f=0000278] LuaRules::RunCallIn: error = 2, CLuaUnitScript::StopMoving, not in a thread


I cant make head and tailes of this..


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 02 Sep 2011, 01:27 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
Certain callins are threaded, others are no. Animation calls can only be done in threaded functions (or was it particularly WaitForX and Sleep?).


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 02 Sep 2011, 05:35 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Instead of Spring.UnitScript.Hide you can just write Hide.
Hiding empty pieces (like flares) has no effect anyway.

Quote:
Animation calls can only be done in threaded functions (or was it particularly WaitForX and Sleep?).
I think it is the WaitFor and Sleep that must be in threads.

Code:
function script.StopMoving()
                legs_down ()
end

This legs_down() uses WaitForTurn, so make it a thread but without a while (true) loop.


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 03 Sep 2011, 09:13 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
http://www.youtube.com/watch?v=NcQVS8Okrt8

Everybody busy dieing


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 03 Sep 2011, 14:00 
Spring Developer
User avatar

Joined: 22 Sep 2007, 08:51
although i have no idea about animation scripts, it looks to me, as if you should add more steps to the animation, as in:
instead of moving the the leg by 30 degree every 30 frames, move it by 1 degree every frame (or something in-between).


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 03 Sep 2011, 14:12 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
But if you do it slow enough, it turns the leg slowly..

The real Problem is, that the animationscript doesent do as i say. I comend it to take a wide, outside step.

I mean, how does it extrapolate out of two animations as in the picture, this "I-need-to-Pee-Weemidiatly" stance ingame?
Image

The animation coordinates and pieces are in order.. i checked it, making my StreeWee do the dog-legliftup and the hitler-greeting.

Still, its very alpha, and its allready fun. You should see the soldiers flyin and dyin, when the warpcannon hits them.


Attachments:
strider.jpg [41.65 KiB]
Downloaded 4 times
Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 03 Sep 2011, 14:56 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
cool video. I like the part where the strider gets killed by a wizard hat!

in upspring left and right is mirroed.
left handed soldiers ftw :roll:

moving/turning works like
Turn (piece, axis, targetAngle, speed)
(if you leave out speed, it instantly snaps to the new angle/position.)
If you turn two pieces, one by 45┬░ and the other by 90┬░ you must rotate the 90┬░ piece at double the speed so that they finish movement at the same time.

It is also helpful to make some movement in sub functions.
allow Mister LavaLava to demonstrate:
Image

Code:
function bounceThread ()
   Signal(SIG_BOUNCE)
    SetSignalMask(SIG_BOUNCE)
    while (true) do
      bounceTo (10,20)
      Sleep (500)
      bounceTo (0,20)
      Sleep (500)
    end
end
and bounceTo looks like this:
notice the bounceSpeed*3 on the hip, it moves three times faster than one of the 3 leg-telescope-secments:
Code:
function bounceTo (bounceDist, bounceSpeed)
Move (hip, y_axis, -bounceDist*3, bounceSpeed*3)
   for i=1,6 do
      Move (legs[i], y_axis, bounceDist, bounceSpeed)
   end      
   WaitForMove (hip, y_axis)
end


Attachments:
Neuer Ordner.zip [781.77 KiB]
Downloaded 12 times
Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 03 Sep 2011, 23:27 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
strider walks and goes into WarpCanon Position...finally some headway.


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 04 Sep 2011, 23:39 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
and the headway is gone again: Im sorry, i worked the whole day on this animationscript.. and i still dont understand that concept of threats.. if i call a function, why does it have troubles executing it when sleep is inside

http://pastebin.com/ganUdUwD

Its a freaking mess. And while i got some info on what to fix out of the old- line something errors, i dont get anything out of this stop not in a thread messages!

Of course stop is not in a a thread. The Engine determinates when the walk is done, doesen it?!


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 05 Sep 2011, 05:26 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
normally the script is executed line by line
1 do something
2 do this thing
3 do that thing
...

Now with threads you can make it run in multiple places at once.
Image
do all the things!

With StartThread you can "fork" the flow of the script: It continues where you called StartThread(wiggle) and it also continues in the function which name is given in the () of StartThread.
See how it is different from normally calling a function like wiggle()?

All that signal stuff is basically just to prevent the same thread-function running multiple times because that can cause problems. Otherwise one instance of your walk() function might want to move the right leg forward but there is another instance running which wants to move it backward.


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 05 Sep 2011, 15:22 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Then why is it sometimes complaining that things i dont want in a thread- are not in in a thread.

For example, if i want walking to stop, its
stop_moving()
legs_down()
while(true) do
idle()
end
end

and suddenly all hell breaks loose. I fucking hate this. I wrote a 700 line animationscript, and not a single line in it works like i expected. 2 days wasted for near_no result -
Understand kivi and co for not using spring. This is a inverted, shivering, spasming nightmare.

sorry, little meltdown here


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 05 Sep 2011, 15:32 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
^

And yet some people say we don't need an Upspring replacement and assimp will solve all our woes. :lol:


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 05 Sep 2011, 15:43 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
DEATHANIMATION: THIS IS SUPPOSSED TO BE THE LAST THING TO DO- A LIST OF MOVES AND TURNS! AND IT IGNORES THE FUCKING LINES I WRITE. TURN 60┬░.

IT DOESENT TURN 60┬░.. IT DOES WHATEVER IT WANTS...

Doesent even matter if you enter idiotic values for christs sake. It just scrambles them anyway.

FLOZI DONT YOU DARE BE HAPPY IN THIS THREAD. NOT NOW. NOT FRIGGING NOW.

Why not replace every little more complex movescript with
Code:
Turn(whatever_axis, math.rad(math.random(1,360), math.random(1,90))

There a fucking one liner, and its allready better than upspring.


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 05 Sep 2011, 16:03 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
accidently the whole browser by dropping my keys on the keyboard :roll:
but i re-opend it to say fuck i hope upspring dies in its ass.

Quote:
Why not replace every little more complex movescript with Turn(whatever_axis, math.rad(math.random(1,360), math.random(1,90))
walk animation for the brick scorpion:
Code:
for i=1,6 do         
  Turn (legs[i], z_axis, math.random(-1,1)*legA, legS)
end
close-enough.jpg

for the killed() animation try stopping all other threads so they do not interfer with the death animation.


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 05 Sep 2011, 17:02 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
X(


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 06 Sep 2011, 01:21 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Man: Sometimes really creepy to watch once outbursts in retrospective. Sorry again.


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 06 Sep 2011, 09:37 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Everything is stashed away safely in threads now..

Code:
000219] /give tiglil
[f=0000219] Giving 1 tiglil to team 0
[f=0000329] stopped walking!
[f=0000329] [string "scripts/tiglilscript.lua"]:718: attempt to call global 'legs_down' (a nil value)
[f=0000329] stack traceback:
   [string "scripts/tiglilscript.lua"]:718: in function <[string "scripts/tiglilscript.lua"]:713>
[f=0000452] stopped walking!
[f=0000452] [string "scripts/tiglilscript.lua"]:718: attempt to call global 'legs_down' (a nil value)
[f=0000452] stack traceback:
   [string "scripts/tiglilscript.lua"]:718: in function <[string "scripts/tiglilscript.lua"]:713>
[f=0000509] stopped walking!
[f=0000509] [string "scripts/tiglilscript.lua"]:718: attempt to call global 'legs_down' (a nil value)
[f=0000509] stack traceback:
   [string "scripts/tiglilscript.lua"]:718: in function <[string "scripts/tiglilscript.lua"]:713>
[f=0000591] stopped walking!
[f=0000591] [string "scripts/tiglilscript.lua"]:718: attempt to call global 'legs_down' (a nil value)
[f=0000591] stack traceback:
   [string "scripts/tiglilscript.lua"]:718: in function <[string "scripts/tiglilscript.lua"]:713>
[f=0000673] stopped walking!
[f=0000673] [string "scripts/tiglilscript.lua"]:718: attempt to call global 'legs_down' (a nil value)
[f=0000673] stack traceback:
   [string "scripts/tiglilscript.lua"]:718: in function <[string "scripts/tiglilscript.lua"]:713>
[f=0000696] stopped walking!
[f=0000696] [string "scripts/tiglilscript.lua"]:718: attempt to call global 'legs_down' (a nil value)
[f=0000696] stack traceback:
   [string "scripts/tiglilscript.lua"]:718: in function <[string "scripts/tiglilscript.lua"]:713>
[f=0000900] stopped walking!
[f=0000900] [string "scripts/tiglilscript.lua"]:718: attempt to call global 'legs_down' (a nil value)
[f=0000900] stack traceback:
   [string "scripts/tiglilscript.lua"]:718: in function <[string "scripts/tiglilscript.lua"]:713>
[f=0000949] User exited
[f=0000949] Path cache hits 0 0%
[f=0000949] Path cache hits 0 0%
[f=0000949] Statistics for local connection:
Received: 2131 bytes
Sent: 9318 bytes


Any help appreciated - why is it all of the sudden wrong to call a function in a thread, that does nothing but reset the position.

SIGh

This aint fun.


Top
 Offline Profile  
 
 Post subject: Re: Journeywar
PostPosted: 06 Sep 2011, 12:37 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
legs_down declared before it is called?


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 986 posts ]  Go to page Previous  1 ... 29, 30, 31, 32, 33, 34, 35 ... 50  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.