View topic - Defense Range v6.12



All times are UTC + 1 hour


Post new topic Reply to topic  [ 156 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8  Next
Author Message
 Post subject: Re: Defense Range v5.0
PostPosted: 15 Feb 2009, 16:50 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
Hm, thanks for the hint... I did some tests on it and its quite strange: You have to enable shadows once. You can disable them again right away. When they were enabled once or are actually enabled the feature drawing works correctly.

Something seems to happen when you enable shadows. This doesnt get reverted even when you disable them again. But I have no clue what. Any ideas?


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.0
PostPosted: 15 Feb 2009, 18:24 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
Hm, I messed around with the OpenGL-States. It now works for me (without enabling shadows) on nvidiaGPU when I set this texture state manually:

Code:
gl.TexEnv( GL.TEXTURE_ENV, 34184, 34167 )   --GL_SOURCE0_ALPHA_ARB         GL_PRIMARY_COLOR_ARB


Maybe someone could please test with an ATI-card? No clue if it works for ATI at all... Thanks!


Attachments:
File comment: DR 5.01
ghost feature fix

gui_defenseRange.lua [44.58 KiB]
Downloaded 114 times
Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.0
PostPosted: 15 Feb 2009, 20:10 

Joined: 23 Aug 2007, 18:46
Location: Germany
Yup - works fine now (on ATI)! :-)


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.1
PostPosted: 21 Feb 2009, 15:28 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
...new version


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.1
PostPosted: 22 Feb 2009, 02:43 

Joined: 27 Feb 2006, 02:04
very_bad_soldier wrote:
-added: displays blast radius when placing buildings


Brilliant, now it should be much easier to setup arrays of fusions, metal makers, and anything else that tends to chain explode.


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.1
PostPosted: 22 Feb 2009, 04:11 
User avatar

Joined: 23 Oct 2004, 00:43
Yay! I wanted that feature so bad. I suck at the "spam mohomakers and fusions" stage of economy, so that kind of thing is a big help.


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.1
PostPosted: 22 Feb 2009, 12:50 
Balanced Annihilation Maintainer
User avatar

Joined: 10 Dec 2006, 18:46
Imo the 'EXPLOSION' text is unneeded, it's pretty clear from the flashing circle what it indicates, if text was going to be used i'd prefer to know how much damage the death explosion did.


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.1
PostPosted: 22 Feb 2009, 16:31 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
Yes, agreed.
After playing some games I have to admit that it is highly annoying to get this explosion range for each and every building you place. So I changed it so you have to press the META-key (Space) when placing buildings to see the blast range. I hope it does not interfer with other keyboard/UI commands.
What do you think?


Attachments:
File comment: DR 5.11
-EXPLOSION-text replaced by explosion's default damage
-press meta (space) to see blast range when placing buildings

gui_defenseRange.lua [49.51 KiB]
Downloaded 123 times
Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 24 Feb 2009, 20:36 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
BOTA support added.

Please tell me if something is wrong.

EDIT: Oops, Debug outputs still enabled... Please set "debug" to "false" in line 22...


Attachments:
File comment: DR 5.2
-BOTA support

gui_defenseRange.lua [49.96 KiB]
Downloaded 106 times
Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 13 Apr 2009, 22:50 
User avatar

Joined: 28 Oct 2007, 22:37
I tried changing unit_marker.inc to the following, but it didn't work.
Code:
--[[1.0
Fill this list with your units:
Follow the given examples, fill this fields:
"markerText" -> unit gets marked with this text, nil = no marking

example entries:
unitList["BA"] = {} --initialize table
unitList["BA"]["armrad"] = { markerText = "Radar" }
unitList["BA"]["armjamt"] = { markerText = "Jammer" }
unitList["BA"]["armarad"] = { markerText = "AdvRadar" }
unitList["BA"]["armveil"] = { markerText = "AdvJammer" }
unitList["BA"]["corrad"] = { markerText = "Radar" }
unitList["BA"]["corjamt"] = { markerText = "Jammer" }
unitList["BA"]["corarad"] = { markerText = "AdvRadar" }
unitList["BA"]["corshroud"] = { markerText = "AdvJammer" }

unitList["CA"] = {} --initialize table
]]


What did I do wrong?

(Yes I know this might result in marker spam, I actually would really like to have a widget that underlines the enemy radars, jammers, and minefields when you select a Juno, but I know squat about lua coding.)

BTW, some people made widgets that mark Dragon's Eyes. I think it's a bit problematic, because the greatness of dragon's eyes is that they are hard to spot, even when de-cloaked.


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 13 Apr 2009, 23:02 

Joined: 23 Aug 2007, 18:46
Location: Germany
I guess you need to give it an additional tag for the weapons. At least all the entries I have provide this and look like this:

Code:
unitList["armguard"] = { markerText = nil, weapons = { 1 } }


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 13 Apr 2009, 23:42 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
BlueTemplar wrote:
What did I do wrong?

You probably just have to put your code outside the comments :-)

Code:
--[[1.0
Fill this list with your units:
Follow the given examples, fill this fields:
"markerText" -> unit gets marked with this text, nil = no marking

example entries:
--]]
unitList["BA"] = {} --initialize table
unitList["BA"]["armrad"] = { markerText = "Radar" }
unitList["BA"]["armjamt"] = { markerText = "Jammer" }
unitList["BA"]["armarad"] = { markerText = "AdvRadar" }
unitList["BA"]["armveil"] = { markerText = "AdvJammer" }
unitList["BA"]["corrad"] = { markerText = "Radar" }
unitList["BA"]["corjamt"] = { markerText = "Jammer" }
unitList["BA"]["corarad"] = { markerText = "AdvRadar" }
unitList["BA"]["corshroud"] = { markerText = "AdvJammer" }


Besides that I have reworked this widget completely. I have split it up into four individual widgets so each function goes into its own file. So for your case there is a unitMarker-widget (I think I posted an early version in this thread some months ago).
Defense Range itself will only support static unit lists then, no more auto-detection cause it just fails if it comes to supporting different mods.
Im going to bed now I will post them tomorrow, its barely tested but you can have a try with it.


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 00:14 
User avatar

Joined: 28 Oct 2007, 22:37
Thank you! (I didn't knew --[[ ... --]] was for comments :P )


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 17:47 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
Here they are. I dont know when I will have time to test them but if someone has the patience to use them I would be happy to hear about bugs and problems and suggestions.


Attachments:
File comment: Blast Radius
-displays blast radius of select units (META+X) and while placing buildings (META)

gui_blastRadius.lua [9.04 KiB]
Downloaded 105 times
File comment: Ghost Site
-displays ghosted buildings in progress (in green) and features (DragonTeeth/Walls whatever)

unit_ghostSite.lua [7.56 KiB]
Downloaded 100 times
File comment: Unit Marker 1.1
-currently only CA and BA Nukes and AntiNukes get marked. Others can be added easily within the file
-multiple mod support (currently CA & BA. They can be added/tweaked easily)
-no multiple markers if multiple players use it

unit_marker.lua [5.18 KiB]
Downloaded 109 times
Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 17:51 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
While we are at it: I played around with a widget for local team recoloring (idea from another thread): You can put a list of player names and colors inside the widget and it will recolor these players as desired. If another player has that color already the colors will be swapped. This is even less tested :o You have to manually disable and re-enable after the game has started since obviously changing team colors in widget:Initialize doesnt work.


Attachments:
File comment: Local Team Colors
Updated! Now probably even working!

unit_localTeamColors.lua [5.22 KiB]
Downloaded 108 times
File comment: Defense Range 6
-only static unit lists supported (currently just BA, others to add)
-all other functions besides range drawing have gone to own files
-combo-units (air and ground) do correctly drawn with two circles

gui_defenseRange.lua [33.84 KiB]
Downloaded 102 times


Last edited by very_bad_soldier on 15 Apr 2009, 19:02, edited 1 time in total.
Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 18:10 
User avatar

Joined: 30 Jun 2008, 23:08
Location: Germany
could u release another defense range widget which include all the old functions (i dont want to have too much widgets in the list)


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 18:58 
User avatar

Joined: 28 Oct 2007, 22:37
IMHO it's best to keep the widgets separate, so that you can de-activate some of them if you wish, but we do need to be able to separate them in different categories, a bit like in Ice UI.

BTW, did you fix the spec problem with the unit marker? (Specs are adding automatic markers too)
It might be interesting to keep it for some units, to show the specs when a player is building something that will change the game, like a t2 fac, a nuke, a big bertha/vulcan...


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 19:45 
User avatar

Joined: 30 Jun 2008, 23:08
Location: Germany
u could enable/disable them with ctrl+f11 (would be nice)


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 19:52 

Joined: 27 Feb 2006, 02:04
Any way to make the blast radius toggle on and off with a button like you've got for ground defense, air defense, and anti-nukes on Defense Range widget? I'm thinking 3 buttons, one for showing the blast radius of enemy buildings, one for showing the blast radius of your buildings under construction, and one for showing the blast radius of all your buildings and friendlies buildings.


Top
 Offline Profile  
 
 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 20:23 
User avatar

Joined: 28 Oct 2007, 22:37
NVM


Last edited by BlueTemplar on 14 Apr 2009, 23:02, edited 1 time in total.

Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 156 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: Bing [Bot] and 0 guests


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:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.