Search found 75 matches
- 09 Jul 2016, 12:29
- Forum: News
- Topic: Spring 102.0 released!
- Replies: 21
- Views: 20227
Re: Spring 102.0 released!
I notice a performance increase, and I'm relieved to find that the overview camera has been fixed!
- 23 Jun 2016, 19:01
- Forum: Balanced Annihilation
- Topic: Shard Lua AI
- Replies: 18
- Views: 7338
Re: Shard Lua AI
wasn't the idea for the dedicated git repo for the ai to avoid to copy the files into several repos? Yes, but in the case of BA/BAR, it's not a git repo, and therefore can't be any kind of submodule. Instead it has to be a Spring dependency, which is all well and good for testing the AI, but for pl...
- 23 Jun 2016, 02:50
- Forum: Balanced Annihilation
- Topic: Shard Lua AI
- Replies: 18
- Views: 7338
Re: Shard Lua AI
i made a commit to BA, adding the AI
http://imolarpg.dyndns.org/trac/balatest/changeset/5566
http://imolarpg.dyndns.org/trac/balatest/changeset/5566
- 18 Jun 2016, 12:40
- Forum: General Discussion
- Topic: lua callins on wiki gone?
- Replies: 5
- Views: 2356
Re: lua callins on wiki gone?
thank you!
- 17 Jun 2016, 12:03
- Forum: General Discussion
- Topic: lua callins on wiki gone?
- Replies: 5
- Views: 2356
- 30 May 2016, 19:35
- Forum: Community Blog
- Topic: [website] major upgrades of wiki / forum
- Replies: 79
- Views: 22595
- 27 May 2016, 06:39
- Forum: Balanced Annihilation
- Topic: Shard Lua AI
- Replies: 18
- Views: 7338
Re: Shard Lua AI
the most complete instructions at the moment are at https://github.com/eronoobos/Balanced-A ... hard-LuaAI you'll need git. it's written for Linux directories, but the Windows equivalent is just Documents\My Games\Spring\ instead of .spring/
- 26 May 2016, 23:39
- Forum: Balanced Annihilation
- Topic: Shard Lua AI
- Replies: 18
- Views: 7338
Re: Shard Lua AI
Is there a way to add this Shard Lua AI and the BA/BAR configuration, both on github, to the BA/BAR SVN repository? I mean, a way other than copying the files and committing them manually? Forb's method of putting them on rapid and making them dependencies would be cleaner, but rapid doesn't support...
- 06 May 2016, 19:37
- Forum: Lua Scripts
- Topic: Spring.SetMapShader questions
- Replies: 6
- Views: 2698
Spring.SetMapShader questions
(moved from https://springrts.com/phpbb/viewtopic.php?f=81&t=34710 ) Custom map shaders are pretty powerful and not terribly hard to write, see https://www.youtube.com/watch?v=2IgBvSH7Kqs the custom map shader in the video is super cool! could you provide the source code? I can't figure out how ...
- 06 May 2016, 08:01
- Forum: Map Releases
- Topic: Cattle and Loveplay 8
- Replies: 4
- Views: 2293
Re: Cattle and Loveplay 8
sure, if you speak parsltonguegajop wrote:Custom map shaders are pretty powerful and not terribly hard to write, see https://www.youtube.com/watch?v=2IgBvSH7Kqs
see viewtopic.php?f=23&t=34780
- 02 May 2016, 04:21
- Forum: Balanced Annihilation
- Topic: Shard Lua AI
- Replies: 18
- Views: 7338
Re: Shard Lua AI
prandipadaro, i'm sorry i can't watch it because i've made changes since the version you made that replay with i'll try on the same map with no enemies.
edit: oh, it only finds one metal spot! https://github.com/eronoobos/ShardSpringLua/issues/4
edit: oh, it only finds one metal spot! https://github.com/eronoobos/ShardSpringLua/issues/4
- 01 May 2016, 03:05
- Forum: Balanced Annihilation
- Topic: Shard Lua AI
- Replies: 18
- Views: 7338
Re: Shard Lua AI
Ah I see, two dependencies, one for AI, one of the luaai.lua & ailoader.lua gadget. I hadn't noticed your PR until now, I thought you meant to the BA repo, which in retrospect doesn't make any sense. One of your errors is definitely the use of os.time() in taskqueues.lua. Not sure if that's the ...
- 30 Apr 2016, 19:49
- Forum: Balanced Annihilation
- Topic: Shard Lua AI
- Replies: 18
- Views: 7338
Re: Shard Lua AI
Forb, it hadn't occured to me that games can have dependencies with Lua AIs in them. Your scheme makes much more sense! Except then there would be two Shard repos. AF's plan is to have the Shard repo contain everything but the AI loader gadget (what's in https://github.com/eronoobos/ShardSpringLua),...
- 30 Apr 2016, 04:15
- Forum: Balanced Annihilation
- Topic: Shard Lua AI
- Replies: 18
- Views: 7338
Shard Lua AI
The implementation of Shard I've been experimenting with as a Lua AI for BA is working pretty well, and might be worth including with the game. It would always be up to date, regardless of what version of Shard was shipped with whatever engine version happens to be used at the time. I'll create a co...
- 30 Apr 2016, 03:08
- Forum: Map Releases
- Topic: Cattle and Loveplay 8
- Replies: 4
- Views: 2293
Re: Cattle and Loveplay 7
dynamic deformations as in heightmap changes? i tried that. it was too much bandwidth when there were multiple worms. or do you mean a shader? in which case: nooooooooooooooooooooooooooooooooooooooooooooo. i got burned in the shade before! tried to serenade you with a map, sand in my shoes , but it ...
- 27 Apr 2016, 12:08
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 265417
Re: Shard 0.4/dev
I have Shard somewhat working as a LuaAI with my fork of Shard (https://github.com/eronoobos/Shard) + the AILoader gadget (https://github.com/eronoobos/ShardSpringLua) loaded into a copy of BA. It handles multiple instances' calls to global ai, game, and map with terrible hax https://github.com/eron...
- 24 Apr 2016, 12:40
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 265417
Re: Shard 0.4/dev
if you can modify the `shard_include` file to handle the VFS apis? Do you mean modify the shard_include function in https://github.com/Tarendai/Shard/blob/master/data/ai/preload/api.lua? Yes, I'll have it do what it does in my repo, but under some if conditions (if the Spring table exists). For it ...
- 22 Apr 2016, 17:40
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 265417
Re: Shard 0.4/dev
Ahh, it would've behooved me to look at the issues . Maybe the most helpful thing I could do is work on https://github.com/Tarendai/Shard/tree/master/data/ai/preload/spring_lua ? Also, Shard will need something like https://github.com/eronoobos/ShardGoneNative/blob/master/luarules/gadgets/AILoader.l...
- 22 Apr 2016, 16:46
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 265417
Re: Shard 0.4/dev
most of the APIs are hardcoded to return false I saw that. I was surprised even that much is there! I didn't know you had planned on it being run in a Spring Lua environment. I was working on filling in all those empty functions, when I realized the issue that they're globals, will all be the same ...
- 22 Apr 2016, 08:20
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 265417
Re: Shard 0.4/dev
I decided to try converting Shard to a Lua AI. It's not as bad as I thought, but also worse. I'm getting confused about environments. Every instance of the Lua AI needs to be its own class (which is for most purposes a table, i think?). Which is fine, but it would be nice if modules within each inst...