And you said spring is ugly?
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- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: And you said spring is ugly?
ic now it makes perfect sense, do you have it at 50% alpha to tone down the effects or is there some other reason?
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: And you said spring is ugly?
your normal map, unless I'm mistaken
Re: And you said spring is ugly?
Dont know if that has effect, but normals can be toned down regardless.
Re: And you said spring is ugly?
Currently, this map fails to load with
mod: ZK
lobby: ZKL
Something to do with units.
I went into the units folder and replaced the alltreeunits.lua file with individual unit files for the trees and it now works.
- Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix
Link to units lua files:
http://dl.dropbox.com/u/10120644/magicforestunits.7z
Maybe fix it somehow? I like the heightmap, would make for an interesting decision/tradeoff in a 1v1 (hill or sides?), at least theoretically
mod: ZK
lobby: ZKL
Something to do with units.
I went into the units folder and replaced the alltreeunits.lua file with individual unit files for the trees and it now works.
- Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix
Link to units lua files:
http://dl.dropbox.com/u/10120644/magicforestunits.7z
Maybe fix it somehow? I like the heightmap, would make for an interesting decision/tradeoff in a 1v1 (hill or sides?), at least theoretically
- Automatics
- Posts: 15
- Joined: 04 Aug 2011, 08:37
Re: And you said spring is ugly?
Anyone know where I can get jk's unitshader framework?
Re: And you said spring is ugly?
ZK & S44 have both the latest revision (S44 has some changes to the default normaltexture finding code)Automatics wrote:Anyone know where I can get jk's unitshader framework?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: And you said spring is ugly?
jseah wrote:Currently, this map fails to load with
mod: ZK
lobby: ZKL
Something to do with units.
I went into the units folder and replaced the alltreeunits.lua file with individual unit files for the trees and it now works.
- Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix
Link to units lua files:
http://dl.dropbox.com/u/10120644/magicforestunits.7z
Maybe fix it somehow? I like the heightmap, would make for an interesting decision/tradeoff in a 1v1 (hill or sides?), at least theoretically
Yar, don't use one file for multiple featuredefs. It causes issues.
Re: And you said spring is ugly?
Why/how?
Re: And you said spring is ugly?
it is not that. is not even featuredef but unitdef.Yar, don't use one file for multiple featuredefs. It causes issues.
it works with spring.exe (though the trees did not wiggle then like with ba.)jseah wrote:Currently, this map fails to load with
mod: ZK
lobby: ZKL
Something to do with units.
It fails when trying in lobby:
[f=0000000] Failed to load unitDefs
[f=0000000] Error: 2, gamedata/defs.lua, [string "gamedata/defs.lua"]:37: [string "gamedata/defs.lua"]:25: error = 2, gamedata/unitDefs.lua, error = 2, gamedata/unitdefs_post.lua, [string "gamedata/unitdefs_post.lua"]:351: attempt to index field 'unitname' (a nil value)
[f=0000000] Game::LoadDefs (GameData): 458 ms
[f=0000000] Warning: UnsyncedGameCommands singleton was not initialized or is already destroyed
[f=0000000] Warning: SyncedGameCommands singleton was not initialized or is already destroyed
[f=0000000] Warning: CWordCompletion singleton was not initialized or is already destroyed
[f=0000000] Statistics for local connection:
Received: 727 bytes
Sent: 8 bytes
Error: Spring: Incorrect/Missing content: Error in main(): Defs-Parser: [string "gamedata/defs.lua"]:37: [string "gamedata/defs.lua"]:25: error = 2, gamedata/unitDefs.lua, error = 2, gamedata/unitdefs_post.lua, [string "gamedata/unitdefs_post.lua"]:351: attempt to index field 'unitname' (a nil value)
from zk's unitdefs_post.lua:
Code: Select all
if (modOptions and modOptions.factorycostmult) then
for name, def in pairs(UnitDefs) do
if def.unitname:find("factory") or def.unitname == "corsy" or def.unitname == "armcsa" or def.unitname == "striderhub" then
- Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix
Error in Update(): [string "LuaUI/Widgets/gui_chili_selections_and_curs..."]:1394: attempt to index field '?' (a nil value)
[f=0000059] Removed widget: Chili Selections & CursorTip
[f=0000868] Error in MousePress(): [string "LuaUI/Widgets/gui_contextmenu.lua"]:425: attempt to index field '?' (a nil value)
Code: Select all
and icontypes[(ud and ud.iconType or "default")].bitmap
Code: Select all
file=icontypes and icontypes[(ud and ud.iconType or "default")].bitmap
tl;dr
There are some ways to make working units/features but zK will fail to load with them.
zK assumes some tags for units to be present and when maps add extra units, sometimes those are missing. (the unit is perfectly fine, just some luas in zK try to read stuff that does not necessarily exist)
At least it seems so.
iirc this line 123 in unitdefs_post.lua
Code: Select all
if (ud.maxvelocity and ud.maxvelocity > 0) or ud.customparams.mobilebuilding then
(didnt bother with it because was old file. not sure if crash because maxvelocity, customparams or .fbi)