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by sprunk
25 Mar 2019, 17:06
Forum: Balanced Annihilation
Topic: Lesser known game mechanics
Replies: 5
Views: 768

Re: Lesser known game mechanics

Laser and beam weapons do 50% damage at max range and 100% at point blank, This isn't right, see the edgeeffectiveness tag on https://springrts.com/wiki/Gamedev:WeaponDefs. (Not sure about the exact numbers for the angle multipliers, but afaik the rest are correct.) I think it's not about `edgeEffe...
by sprunk
31 Jan 2019, 21:14
Forum: Lobby Clients & Server
Topic: Upcoming lobby server updates
Replies: 34
Views: 7703

Re: Upcoming lobby server updates

103 breaks compatibility with bos scripts and fixing it would require us to manually compile 750 scripts Since both BA & TechA rely on bos scripts, and have certainly not manually compiled each individual script, I don't believe this. If there is a degree of truth inside it somewhere, please explai...
by sprunk
23 Jan 2019, 19:07
Forum: Lua Scripts
Topic: team won condition
Replies: 5
Views: 788

Re: team won condition

Keep in mind that just like there are multiple teams in an allyteam, there can also be multiple players in one team (aka commsharing).
by sprunk
03 Dec 2018, 11:59
Forum: General Discussion
Topic: springrts.com CSP is blocking imgur as a source
Replies: 10
Views: 1386

Re: springrts.com CSP is blocking imgur as a source

abma wrote:
02 Dec 2018, 18:10
thats by intention:
- privacy
How does it improve privacy? Sounds like an argument in favour of having the upload-to-forum option, but not against having an host-out-of-forum option.
by sprunk
14 Nov 2018, 19:57
Forum: Feature Requests
Topic: gaia instances
Replies: 6
Views: 678

Re: gaia instances

I think multiple Gaias (in general, extra allyteams not specified in startscript) would be useful. Example: in ZK we have chickens and zombies who are two types of environmental hazards hostile to all players that would each, separately, make sense to be Gaia. But we still want them to fight each ot...
by sprunk
10 Oct 2018, 18:00
Forum: Game Development
Topic: myGravity
Replies: 3
Views: 695

Re: myGravity

1 s == 30 frame

elmo/s² == elmo/(30 frame)² == elmo/frame² / 900

For example, standard map gravity seems to be 120 elmo/s² which means the equivalent for weapons is 120/900 == 0.1333 elmo/frame².
by sprunk
08 Oct 2018, 11:54
Forum: Game Development
Topic: myGravity
Replies: 3
Views: 695

Re: myGravity

Map gravity is defined in elmo/s² while weapon myGravity is defined in elmo/frame².
by sprunk
26 Sep 2018, 11:26
Forum: General Discussion
Topic: Request: rename #moddev to #gamedev
Replies: 23
Views: 3271

Re: Request: rename #moddev to #gamedev

#gamedev? Be serious, that channel is #weed_and_lidl
by sprunk
18 Sep 2018, 19:54
Forum: Game Development
Topic: Checking spectators doesn't work for specs who have always been specs
Replies: 3
Views: 752

Re: Checking spectators doesn't work for specs who have always been specs

Code: Select all

local myteam = Spring.GetMyTeamID()
local _, _, spectator = Spring.GetPlayerInfo(myteam)
Here's your problem. Team ID is not player ID.
by sprunk
04 Sep 2018, 21:29
Forum: Game Development
Topic: A Better Air Game
Replies: 11
Views: 1929

Re: A Better Air Game

Forboding Angel wrote:
03 Sep 2018, 05:42
cylinder targeting combined with the tag that allows for nearly infinite vertical range. Unfortunately, that tag only applies to beamlasers
I believe the tag does apply to everything except burnblow weapons.
by sprunk
13 Aug 2018, 12:21
Forum: Game Development
Topic: Help dealing with an engine bug that allows builder to repair repairable false
Replies: 4
Views: 1432

Re: Help dealing with an engine bug that allows builder to repair repairable false

canRepair = false? Shouldn't affect building (the tag for that is canAssist)
by sprunk
12 Aug 2018, 17:09
Forum: Community Blog
Topic: [game] [Evolution RTS] Bye bye, GitHub. Hello, new DAI!
Replies: 17
Views: 33609

Re: [game] [Evolution RTS] Bye bye, GitHub. Hello, new DAI!

(doublepost since I can't edit)

...because it made it look precisely as if you just broke up a larger post. If further microposts happen regularly every now and then (instead of being stockpiled and dumped all at once) it sounds like a decent improvement for activity though.
by sprunk
12 Aug 2018, 17:00
Forum: Community Blog
Topic: [game] [Evolution RTS] Bye bye, GitHub. Hello, new DAI!
Replies: 17
Views: 33609

Re: [game] [Evolution RTS] Bye bye, GitHub. Hello, new DAI!

I think by dumping all the micronews at the same time you completely ruined your attempt to convey what the purpose of the micronews is.
by sprunk
04 Aug 2018, 18:50
Forum: Game Development
Topic: Mutator Modtype
Replies: 3
Views: 870

Re: Mutator Modtype

Engine source says 2 is "reserved" and it doesnt seem to be used, I don't think Spring supports optional archive loading. As a temporary measure you could have users dump the music in their local sounds folder (similar to how local user widgets are "installed"), though this is not a general solutio...
by sprunk
02 Aug 2018, 14:08
Forum: Help & Bugs
Topic: Can you make and sell a spring engine game on steam
Replies: 5
Views: 1134

Re: Can you make and sell a spring engine game on steam

You can sell a game but you also have to provide the content sources for free for anybody (Edit: anybody who bought the game) and wants them (which means that what you're really selling is whatever service your game server provides).
by sprunk
25 Jul 2018, 20:42
Forum: Balanced Annihilation
Topic: An open letter/epitaph to BA and it's "community"
Replies: 12
Views: 2798

Re: An open letter/epitaph to BA and it's "community"

also in this discussion often is missed that changes in the engine or bug fixes already change balance! I think it was missed because it is usually fine: an engine change / bugfix can always be followed by numerical tweaks to emulate previous behaviour. engine changes / bugfixes usually have some b...
by sprunk
12 Jun 2018, 17:19
Forum: Ingame Community
Topic: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or buildbot
Replies: 18
Views: 2550

Re: Add a new rule for game hosting: all non-private rooms must have content that can be auto-dl from SF, rapid or build

What are the meaningful differences between content and engine from the PoV of a player that warrant special handling for one but not the other?
by sprunk
06 Jun 2018, 14:51
Forum: Feature Requests
Topic: Bots and teamIDs
Replies: 12
Views: 1925

Re: Bots and teamIDs

Bots are handled quite differently in the engine so it makes sense that the Lua interface reflects this. It might take a lot of effort to modify the engine and such change could break backward compatibility. It's probably easier to poison your callouts: local AIs = {} do local teamList = Spring.GetT...
by sprunk
28 May 2018, 11:22
Forum: Game Development
Topic: Is it possible to have linear edgeeffectiveness?
Replies: 9
Views: 1577

Re: Is it possible to have linear edgeeffectiveness?

Here's a gadget that should make damage fall off linearly to the value specified in the weapondef. function gadget:UnitPreDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID) if weaponID <= 0 then return damage -- environmental damage, no weapondef entry end local weaponDef = WeaponD...
by sprunk
03 May 2018, 09:02
Forum: Feature Requests
Topic: Can we please have an engine that reads modoptions.lua?
Replies: 7
Views: 2035

Re: Can we please have an engine that reads modoptions.lua?

Poison your `GetModOptions` calls at your lua entry points. Here's an example for filling in missing defaults, stuff like checking correctness is left as an exercise to the reader. local modOptions = Spring.GetModOptions() do local fileMO = VFS.Include("ModOptions.lua", VFS.MOD) for i = 1, #fileMO d...

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