The name shown by lobby will be "<name> <version>"
<shortName> is used to keep tracks of some settings, like active widget list, AI configs, ...
Umm, last I checked this didn't work - if you launched from spring.exe, the menu wouldn't list the version number unless it was rolled into the name-field. Has that been fixed?
Umm, last I checked this didn't work - if you launched from spring.exe, the menu wouldn't list the version number unless it was rolled into the name-field. Has that been fixed?
When was last time you checked? Mine was two days ago. I tested 80.5.2 and 81.0 hard coded menu, as well as TASClient.
The only odd thing is that ingame, Game.modName contained the modinfo.lua's name+version, instead of just the name (which I wish it had).
It's not about .fbi but just the modinfo but tdf (although afaik fbis get internally converted to Lua code already)...
As Tobi said in the News section the change is going to happen in the follow-up release which would be 0.82 as I see it. It's not going to be in what's recently a release candidate and soon to be released...
I can't really explain for what reason this happens though and why there's no tdf2lua converter for this. Still changing it is a one minute job as you sort of can copy paste all the lines and just change a little here and there...
Joined: 09 Jun 2005, 22:39 Location: Germany, the EU
In light of people making unresearched negative comments I'd like to say: I think this is a sensible step forwards. My opinion is that the future is what we want to work for with the Spring Engine - focusing on the past would be the way to lead the Engine to it's death.
Agreed. I fail to see any issue here. If you think you can keep modding Spring without a minimum understanding of Lua you are mistaken. If you think unmaintained mods will keep working forever you are also mistaken. If you think the devs will tolerate an engine with 10's of 1000's of lines of legacy code that serves 0.01% of the community you're dreaming.
Joined: 24 Jun 2007, 07:34 Location: 50┬░ 56' N, 11┬░ 35' O
zwzsg wrote:
The only odd thing is that ingame, Game.modName contained the modinfo.lua's name+version, instead of just the name (which I wish it had).
The problem is that this name is used to identify a mod from everywhere, there are no seperate version fields. This would cause problems when multiple versions of a mod with the same name are installed.
Joined: 09 Jun 2005, 22:39 Location: Germany, the EU
mongus wrote:
[...] I liked the old format because it was simple, and would be cool to be accessible to ppl who does not know lua blah blah. [...] for starting, all pre .81 mods will be broken. (or almost all). [...] So is the speedup worth the trouble it generates?
Mongus, my good friend from old glory XTA days, long past.
I think by and large people are not replying to your questions, because many of them are based on misunderstanding - which I very well understand is always an issue when "native"* speakers and non-native speakers communicate (as the natives seldom make efforts to keep their language simple - I know I don't...).
The other reason is, that I think most of the active Spring game developers do not think the "break" is a wrong move. And in a way, the Engine itself is targetted more to those, than to players directly.
On your questions/issues I quote above: - the Lua format for information - as in use in the modinfo.lua file - is actually no more complicated then that of TDF. For newcomers, in any case - of course if you're comfortable with .tdf, you'll have to have a look at .lua files before it's just as easy for you. - Yes all non maintained pre .81 games will be broken. That this is an issue for players is clear. It just doesn't weigh so heavy vs the benefits that it is enough of a reason not to go forwards regardless. - As Tobi explains, the issue is less one of speedup, and more of code maintanance Engine side - there is a lot of Code in the Engine (obviously), and often enough, changes to one area, effect others (potentially "breaking" the Engine itself - till someone fixes the bug). The reason then is to save on workload for the Enginedevs, so that they have more time to actually work on new features (or making changes that improve performance), rather than fixing up code that was broken due to new features...
Hope that explains most of the issues, but feel free to ask if there's anything that's still unclear, Sean
*Yes I know - Tobi is not a native speaker (I think...) but his grasp (and that of many others) of the language is almost equivalent.
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