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by quantum
11 Apr 2012, 19:25
Forum: Lua Scripts
Topic: Lua IDE
Replies: 36
Views: 4259

Re: Lua IDE

Wasnt there this tool that autoreloads, parses errorlines in the autolog and jumps to that in notepad++? That with notepad always on top and spring windowed actually is the ide(al) dev enviroment. Just swayin.. You can use the NppExec plugin to parse errors from Spring or from "luac5.1 -p", the Lua...
by quantum
10 Feb 2012, 11:21
Forum: Game Development
Topic: Mission Editor Breaks on blueprint maps
Replies: 7
Views: 962

Re: Mission Editor Breaks on blueprint maps

I really can't verify or fix anything. I just have my phone for Internet.
by quantum
08 Feb 2012, 10:03
Forum: Infrastructure Development
Topic: Spammers on forum
Replies: 36
Views: 4029

Re: Spammers on forum

we can only assume one of our forum members was stupid enough to take the bait and purchase something from a spam link, thus ensuring the return of spammers for the next few years They are probably trying to improve their site's rank on google. The existence of the link is enough for them. The spam...
by quantum
08 Feb 2012, 08:13
Forum: Game Development
Topic: Mission Editor Breaks on blueprint maps
Replies: 7
Views: 962

Re: Mission Editor Breaks on blueprint maps

Try making sure there are no syntax errors in the map's config files.

I only have internet on my phone at the moment, I can't check out the problem for myself, sorry.
by quantum
05 Jul 2011, 17:12
Forum: Game Development
Topic: To Game-Devs: The "n" entry in array-like tables was removed
Replies: 53
Views: 7568

Re: To Game-Devs: The "n" entry in array-like tables was removed

#t is 1.0406504065041 times slower than t.n for an array of size 100 #t is 2.0826446280992 times slower than t.n for an array of size 1000 #t is 2.8423236514523 times slower than t.n for an array of size 10000 #t is 4.6935483870968 times slower than t.n for an array of size 100000 #t is 5.292181069...
by quantum
21 May 2011, 21:15
Forum: Lua Scripts
Topic: creating new units in unitdefs_post.lua
Replies: 6
Views: 955

Re: creating new units in unitdefs_post.lua

It looks like it adds the "filename" field. You can check here: https://github.com/spring/spring/blob/m ... itdefs.lua
by quantum
10 May 2011, 17:46
Forum: General Discussion
Topic: PlanetWars online campaign BETA iz now!
Replies: 83
Views: 9003

Re: PlanetWars online campaign BETA iz now!

The galaxy map is a screenshot of the galaxy provided by an Imperium player, so blue planets are Imperium.

The "diplomacy map" is actually a screenshot of the diagram in the diplomacy page. It only shows relationships between clans. The position of clan logos is meaningless.
by quantum
30 Apr 2011, 18:26
Forum: General Discussion
Topic: PlanetWars online campaign BETA iz now!
Replies: 83
Views: 9003

Re: PlanetWars online campaign BETA iz now!

Uh oh, lets not start with BA vs ZK


PicassoCT wrote:im clanless, but want to join in as a mercenary for the highest xp-bidder. Wat to do Licho?
Clanless players are mercenaries. You can win battles, gain influence and sell it from the planet pages or the trade page.
by quantum
28 Apr 2011, 21:51
Forum: Zero-K
Topic: for licho.
Replies: 26
Views: 4139

Re: for licho.

So much better! I like the legend image too, we should put it in a corner of the galaxy, as an overlay.
by quantum
26 Apr 2011, 01:41
Forum: General Discussion
Topic: PlanetWars online campaign BETA iz now!
Replies: 83
Views: 9003

Re: PlanetWars online campaign BETA iz now!

This time your clan is your faction, rather than Arm or Core.

http://zero-k.info/PlanetWars/ClanList
by quantum
13 Dec 2010, 23:20
Forum: General Discussion
Topic: The Current State of Spring
Replies: 33
Views: 2522

Re: The Current State of Spring


Image

Image
The two big spikes in late 2008/early 2009 are planetwars rounds (one is split by the lobby server outage). If you don't count that, things aren't so bad.
by quantum
13 Dec 2010, 20:49
Forum: Meeting Minutes
Topic: Dev Meeting Minutes (06-12-2010)
Replies: 49
Views: 4032

Re: Dev Meeting Minutes (06-12-2010)

hoijui wrote: but why the weapons and features?
Lobbies get the unit list from unitsync. Unitsync gets it by executing gamedata/defs.lua, which loads units, features, weapons, move types and armors (that's why armor.txt is in the list).
by quantum
12 Dec 2010, 23:18
Forum: Zero-K
Topic: campaigns!
Replies: 16
Views: 2012

Re: campaigns!

There is no big obstacle. We need to decide new names, rename files, do the mass find/replace, make sure it works correctly, and write the update code in missions. I don't think mod stats will need work. PW is too unfinished to be affected.
by quantum
12 Dec 2010, 22:42
Forum: Zero-K
Topic: campaigns!
Replies: 16
Views: 2012

Re: campaigns!

The internal names are very disorganised. It would be much easier edit (say, finding the unit you want to place it a mission) if they followed some kind of predictable pattern, rather than being relics of origin. Yeah that could be helpful. Although finding units can be also made easier with GUI an...
by quantum
12 Dec 2010, 21:03
Forum: Meeting Minutes
Topic: Dev Meeting Minutes (06-12-2010)
Replies: 49
Views: 4032

Re: Dev Meeting Minutes (06-12-2010)

Here are the paths:

Code: Select all

/armor.txt
/engineoptions.lua
/luaai.lua
/modinfo.lua
/modoptions.lua
/springignore.txt
/validmaps.lua
/features/*
/gamedata/*
/sidepics/*
/units/*
/weapons/*
edit: changed luaui.lua to luaai.lua
by quantum
12 Dec 2010, 20:59
Forum: Lua Scripts
Topic: Commands From Chat
Replies: 8
Views: 1035

Re: Commands From Chat

Here's a widget that executes Lua commands typed in the console. It's from 2007 though, it might need some fixing. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- file: cmd_doline....
by quantum
10 Dec 2010, 14:36
Forum: Meeting Minutes
Topic: Dev Meeting Minutes (06-12-2010)
Replies: 49
Views: 4032

Re: Dev Meeting Minutes (06-12-2010)

For mods, I can think of: modinfo.lua luaai.lua for Lua AIs sidedata.tdf/sidedata.lua for sides side pictures all the defs.lua dependencies, including unit definition files, for the disabled units list. modoptions.lua engineoptions.lua utilities used by unitsync, such as gamedata/system.lua addition...

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