ToolBox - Page 2

ToolBox

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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gajop
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Joined: 05 Aug 2009, 20:42

Re: ToolBox

Post by gajop »

I've got a problem when running it with zero-k.
Zero-K v0.9.8.12 -> http://paste.pocoo.org/show/543338/ (notice the undefined functions)
Zero-K v0.9.9.2 -> http://paste.pocoo.org/show/543338/
End result is a completely broken mod, no com spawns, and I can't create units even with cheats.

The game runs fine if starting through springlobby or directly with a script.txt, without using toolbox

Example of my modinfo.lua:

Code: Select all

-- ToolBox - A package of tools for game and map developers
-- Authors: CarRepairer, FLOZi, knorke
-- Thanks: jK (Chili), Tobi (LUS)

local modinfo = {
	name			= "ToolBox",
	shortName		= "TB",
	version			= "v0.1",
	game			= "ToolBox",
	shortGame		= "TB",
	mutator			= "Official",
	description		= "Useful tools for game development",
	modtype			= 1,
	depend = {
		"Spring Cursors",
		-- enter your mod here!
        -- "Zero-K v0.9.8.12",
        "Zero-K v0.9.9.2",
        --		"ba763.sdz",
	}
}

return modinfo
I have properly deleted cache/Archive*.lua thingy
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

known issue, don't run it witk zk :P
gajop
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Joined: 05 Aug 2009, 20:42

Re: ToolBox

Post by gajop »

easier said than done (working on an in-game mission editor and want to be compatible with zero-k missions)
eventually (couple of weeks-month probably), when i'm "done" with the initial release i should really get it working with zero-k, unless it gets fixed by then
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: ToolBox

Post by CarRepairer »

ZK has some special utility functions hidden somewhere in the luarules folder. It breaks with the toolbox mutator. How to fix?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: ToolBox

Post by smoth »

CarRepairer wrote:ZK has some special utility functions hidden somewhere in the luarules folder. It breaks with the toolbox mutator. How to fix?
agonizingly digging through code :|
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: ToolBox

Post by FLOZi »

CarRepairer wrote:ZK has some special utility functions hidden somewhere in the luarules folder. It breaks with the toolbox mutator. How to fix?
Wait for new gadgethandler and see what happens.

(My gameplan for pretty much everything)
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knorke
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Joined: 22 Feb 2006, 01:02

Re: ToolBox

Post by knorke »

just tried out buildicon generator because of this thread:
http://springrts.com/phpbb/viewtopic.php?f=14&t=28089
(the version from zK, pretty cool!)
Then noticed it is also in toolbox :-)
Though it is missing some image files, maybe include those as well:
LuaRules/Images/IconGenBkgs/bg_ground_rock.png
LuaRules/Images/IconGenBkgs/bg_underwater.png
etc
They are commentated out but for ease of editing it would be better to have them.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

Yeah, plan was to have a whole fancy-pants chili ui to select background images etc.

I may or may not get around to including those images in TB as a stopgap. :P
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: ToolBox

Post by Forboding Angel »

IMO Toolbox would be better if it were self contained as well as / instead of needing the game to depend upon it.

(Course that might defeat the purpose)
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

Toolbox depends on the game, shouldn't be done the other way round. And you can run it standalone, but what then would be the point (no content to run the tools on!)
gajop
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Re: ToolBox

Post by gajop »

FLOZi wrote:Toolbox depends on the game, shouldn't be done the other way round. And you can run it standalone, but what then would be the point (no content to run the tools on!)
It may even "run" alone, but you would only be able to do map changes, nothing regarding units (such as animating them) would be possible.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: ToolBox

Post by Forboding Angel »

I transplanted giant portions of evo into it so that I could use the icongenerator.

That's the main reason. I couldn't get it to work on it's own because certain items were missing.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: ToolBox

Post by PicassoCT »

I never got this to work.. though its needed direly :(
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knorke
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Joined: 22 Feb 2006, 01:02

Re: ToolBox

Post by knorke »

FLOZi wrote:...
If you prefer to use SVN directly, the repo is at:
https://spring1944.svn.sourceforge.net/ ... olBox.sdd/
Just noticed there is two SVN?
Other being this one https://code.google.com/p/springtutoria ... etail?r=66 or is it somehow linked?

Some things are also in zK:
http://code.google.com/p/zero-k/source/ ... 253Dclosed
and
http://code.google.com/p/zero-k/source/ ... pawner.lua

I think for consistency reasons should decide on one place and no mod-specifique variants, as far as possible.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: ToolBox

Post by FLOZi »

There is one place, and it's neither of those;

https://github.com/gajop/Toolbox

TB also contains the CEG spawner and of.c. boxxy. The DPS gadget doesn't interest me but feel free to lobby gajop.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: ToolBox

Post by knorke »

Ah yes, I knew there was a github too :roll: :wink: but didnt find it.
Though is that one really "Toolbox" or did gajop just use it as base for his scenerio editor?
TB also contains the CEG spawner and of.c. boxxy
Yes, and so does zK which is the problem. Not only 3 SVN thingies but also versions in zK (and maybe other mods?)
The DPS gadget just happend to be in same folder, didnt see it..sorry for confusion.

So for start:
I close the googlecode SVN (or put some note) and you do same with S44 one?
And https://github.com/gajop/Toolbox becomes official source?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

Once it's in svn you can't really get rid of it.

Of course there are versions in zK, that's where I got them from in the first place :P
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knorke
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Re: ToolBox

Post by knorke »

hm, if one delets something from SVN it is only "still there" if one looks through the history. In that case it will at least be clear that it is not up to date anymore.

Yes, the tools are all collected from various places. But that doesnt mean it is a good idea to keep it like that, with multiple versions spread in many places...
Defeats the whole idea imo.
gajop
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Re: ToolBox

Post by gajop »

knorke wrote:Ah yes, I knew there was a github too :roll: :wink: but didnt find it.
Though is that one really "Toolbox" or did gajop just use it as base for his scenerio editor?
I just used it as a basis for my scenario editor. In fact, the main reason I decided to use Toolbox was so I could get started fast with a working chili-supported Spring mod (I had issues with some lockluaui.txt files, and an outdated git chili version at the time).

That said, I also accept any fix concerning other modules (i think carp sent some commits in regards to boxxy).

I think it's also worth mentioning that I'm using chili as a git submodule in the libs folder, which means that it's easy to keep it updated as jk (or someone else) works on it.
knorke wrote: And https://github.com/gajop/Toolbox becomes official source?
Sure, but feel free to work it and send pull requests. Forking with git (github) is easy.

To restate: I don't care much about the non-chili and non-scenario editor stuff, so I'm not going to run around various other repos and fetch the most recently updated versions. If you care, send fixes.

Also I envision scenario editor to be (at least initially) released free of other unrelated widgets and gadgets, in order to guarantee stability and to not have the user overwhelmed by multiple editors which aren't made to work together.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: ToolBox

Post by knorke »

Yes, that is what I meant:
It reads more like that link is your "playground for wip scenario editor" ;)
and not official toolbox source. Those two clash imo.

chili as submodule sounds good.

I dont really know how to use git (only svn a bit) but guess could figure out.
For now would also like to know from which version should I continue working?
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