Search found 40 matches
- 19 Jan 2015, 10:14
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 171505
Re: ZK lobby server split is a disaster?
The disagreement is on more than just the encryption. Licho has also removed/changed other features present in uber and specified under the lobby protocol. The two implementations are bound to diverge until they become fully protocol incompatible to the point you can't use the same lobby client on ...
- 18 Jan 2015, 07:25
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 171505
Re: ZK lobby server split is a disaster?
I've heard the goal is for the 2 lobby server to connect thru a bridge. I also heard that there's disagreement on the idea; because Spring server (abma) wanted always-On encryption but ZK server (licho) want only secure Login. I imagine if the bridge is a success, we could have isolated servers to j...
- 19 May 2014, 19:57
- Forum: Game Development
- Topic: Factory not showing icons for vehicle production
- Replies: 35
- Views: 6789
Re: Factory not showing icons for vehicle production
I have been trying t make a mobile factory, but for some reason instead of being a factory its a builder unit, how do I change it to a mobile factory? Hello nightovizard, Spring doesn't have mobile factory, but modder have tried a lot of hax to make mobile factory. The following is my method, First...
- 21 Mar 2014, 22:01
- Forum: Engine
- Topic: Theory on why airplane could fail landing in Spring 96
- Replies: 0
- Views: 1317
Theory on why airplane could fail landing in Spring 96
There's problem with airplane landing in Spring 96. It sometimes go far far away from the airpad and never return. Luckily I think I have an idea why it could happen ... (I hope it could help) I tried implementing the tracking code for Starburst Missile onto ZK gadget which control airplane landing ...
- 20 Mar 2014, 04:20
- Forum: Engine
- Topic: Voronoi graph pathfinding (concept exploration and sources)
- Replies: 13
- Views: 3917
Re: Voronoi graph pathfinding (concept exploration and sourc
Anarchid, zwzsg thanks! I want to try a widget that can help "read" the battlefield condition using different tool (cluster detection and voronoi area) and somehow process it to (probably) increase player awereness. It might not work, so having these readily available code is really helpfu...
- 19 Mar 2014, 13:33
- Forum: Engine
- Topic: Voronoi graph pathfinding (concept exploration and sources)
- Replies: 13
- Views: 3917
Re: Voronoi graph pathfinding (concept exploration and sourc
I agree with AF,
I hope Spring dev include the Voronoi graph sourcecode into Spring and add interface to LUA that allow you to input list of coordinate/points and output list of vertexes.
Currently I want to try it for a widget but have problem translating the C++ and complex algorithm into LUA.
I hope Spring dev include the Voronoi graph sourcecode into Spring and add interface to LUA that allow you to input list of coordinate/points and output list of vertexes.
Currently I want to try it for a widget but have problem translating the C++ and complex algorithm into LUA.
- 19 Mar 2014, 12:40
- Forum: Engine
- Topic: Voronoi graph pathfinding (concept exploration and sources)
- Replies: 13
- Views: 3917
Re: Voronoi graph pathfinding (concept exploration and sourc
QTFS .... nested regular square lattices QTFS uses boxes while Voronoi graph use triangle. I learn from web lecture here that triangle is one of fundamental shape in nature, not boxes. So I think it should be more efficient. (why use box when there is triangle? triangle have 3 fork to search, while...
- 19 Mar 2014, 12:01
- Forum: Engine
- Topic: Voronoi graph pathfinding (concept exploration and sources)
- Replies: 13
- Views: 3917
Voronoi graph pathfinding (concept exploration and sources)
Voronoi graph is a set of vertex/line in between 2 point/dots. If there're many dots, then Voronoi graph will create a set of lines that never collide with any dots. This is true even for randomly positioned dots. Visual example: http://upload.wikimedia.org/wikipedia/en/9/9e/ApproximateVoronoiDiagra...
- 30 Sep 2013, 09:24
- Forum: Lua Scripts
- Topic: Widget: Common Colors
- Replies: 18
- Views: 5146
Re: Widget: Common Colors
According to this paper, because human vision doesn't respond linearly to increase in luminance, and because our three cones don't have the same weight (making pure blue appear darker than pure yellow), HSV/HSL/HSB are flawed systems. It says to instead use CIE L*a*b* or L*u*v*. -zwzg Hi, To get li...
- 12 Apr 2013, 14:04
- Forum: Engine
- Topic: Weapon number changes not worth it! pls use previous scheme
- Replies: 14
- Views: 4078
Re: Weapon number changes not worth it! pls use previous sch
The problem with you guys is you guys create tiny changes here and there (like this weapon number change) but then it force other people to debug what's wrong with stuff while its perfectly working & dependable before. If it was a really BIG code change that take same amount of your time and my ...
- 12 Apr 2013, 13:38
- Forum: Engine
- Topic: Spring dev must honor backward compatibility! plsss
- Replies: 28
- Views: 5702
Re: Spring dev must honor backward compatibility! plsss
IMO its more fun if Spring dev simply document all tiny nuance here: http://springrts.com/wiki/Lua_Scripting Its better to make some sensible comment there rather than making a code change that kill a Mod. I would get confused too if the stuff is not consistent but if the documentation is right, the...
- 12 Apr 2013, 09:33
- Forum: Engine
- Topic: Spring dev must honor backward compatibility! plsss
- Replies: 28
- Views: 5702
Re: Spring dev must honor backward compatibility! plsss
Nooo, What I meant is really simple thing like NOT to change the ordering of argument for existing callins. - If you change a,b,c to a,d,b,c then then ALL gadget/widget must change (but if you don't then nothing happen)! Or changing the type of output from a callout. - If you change 1 and 0 to Boole...
- 12 Apr 2013, 06:38
- Forum: Engine
- Topic: Spring dev must honor backward compatibility! plsss
- Replies: 28
- Views: 5702
Re: Spring dev must honor backward compatibility! plsss
It sounds like purposely making something else to die out. Its like preventing people from relying on old system as a stable/reference base from which they can move on to develop new feature. I don't like the idea that once a dev retire the whole system is dead. There is no more space battle mod, no...
- 12 Apr 2013, 06:14
- Forum: Engine
- Topic: Spring dev must honor backward compatibility! plsss
- Replies: 28
- Views: 5702
Re: Spring dev must honor backward compatibility! plsss
Nooo! I don't want to sound negative! Please don't sound negative like we are in Free-market system where we can bought service with threat of no demand!!!! Pls noooo! What I mean is: Spring dev has put this gigantic effort in adding something new to Spring but as a side effect it (might) break comp...
- 12 Apr 2013, 04:10
- Forum: Engine
- Topic: Spring dev must honor backward compatibility! plsss
- Replies: 28
- Views: 5702
Spring dev must honor backward compatibility! plsss
Backward compatibility is beneficial to Spring Dev because it allow every single mod to run in all version of Spring and help debug issues.
- 12 Apr 2013, 03:57
- Forum: Engine
- Topic: Weapon number changes not worth it! pls use previous scheme
- Replies: 14
- Views: 4078
Weapon number changes not worth it! pls use previous scheme
I was trying to test stuff in Latest Develop version and some unit just wont fire (probably caused by weapon number changes). This is not the only problem! The problem is you need to fix tons of stuff just for this simple number changes and it break the capability to test new engine and compare bugs...
- 27 Mar 2013, 03:22
- Forum: Game Development
- Topic: How to remove first-person control targeting restrictions?
- Replies: 26
- Views: 5123
Re: How to remove first-person control targeting restriction
Can't Spring just allow FPS and limit weapon range using gadget? I heard we have new Spring callins to watch over projectiles and manipulate them, can't we use those to limit range for weapon in FPS mode? But first, we need more callins from Spring about whether player enter FPS mode and what unit h...
- 24 Mar 2013, 22:58
- Forum: News
- Topic: Spring 94.0/1
- Replies: 99
- Views: 65302
Re: Spring 94.0
See here; https://github.com/spring/spring/commit/68342c40a18abf0263a1de17abb2608ca751f944 the title say: "add projectileID argument to UnitPreDamaged" the code show: "void CEngineOutHandler:: UnitDamaged ( const CUnit& damaged, 397 + const CUnit* attacker, 398 + float damage,...
- 24 Mar 2013, 22:09
- Forum: News
- Topic: Spring 94.0/1
- Replies: 99
- Views: 65302
Re: Spring 94.0
The changelog doesn't say that UnitDamaged() also have change to the argument, but it indeed has changed!!
- 11 Oct 2012, 15:47
- Forum: Zero-K
- Topic: If unit fall on top of enemy factory it vanish!
- Replies: 4
- Views: 16599
Re: If unit fall on top of enemy factory it vanish!
oho... thanks
sorry for posting here, was wrong place. Was not an engine thing

sorry for posting here, was wrong place. Was not an engine thing
