Search found 482 matches
- 11 Apr 2012, 19:25
- Forum: Lua Scripts
- Topic: Lua IDE
- Replies: 36
- Views: 8159
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"...
- 10 Feb 2012, 11:21
- Forum: Game Development
- Topic: Mission Editor Breaks on blueprint maps
- Replies: 7
- Views: 1670
Re: Mission Editor Breaks on blueprint maps
I really can't verify or fix anything. I just have my phone for Internet.
- 08 Feb 2012, 10:03
- Forum: Infrastructure Development
- Topic: Spammers on forum
- Replies: 36
- Views: 7718
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...
- 08 Feb 2012, 08:13
- Forum: Game Development
- Topic: Mission Editor Breaks on blueprint maps
- Replies: 7
- Views: 1670
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.
I only have internet on my phone at the moment, I can't check out the problem for myself, sorry.
- 05 Jul 2011, 17:12
- Forum: Game Development
- Topic: To Game-Devs: The "n" entry in array-like tables was removed
- Replies: 53
- Views: 13137
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...
- 27 May 2011, 20:56
- Forum: Engine
- Topic: Name for main categorie of widget & gadget
- Replies: 35
- Views: 7634
- 21 May 2011, 21:15
- Forum: Lua Scripts
- Topic: creating new units in unitdefs_post.lua
- Replies: 6
- Views: 1880
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
- 11 May 2011, 00:44
- Forum: General Discussion
- Topic: PlanetWars online campaign BETA iz now!
- Replies: 83
- Views: 16168
- 10 May 2011, 17:46
- Forum: General Discussion
- Topic: PlanetWars online campaign BETA iz now!
- Replies: 83
- Views: 16168
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.
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.
- 02 May 2011, 04:03
- Forum: General Discussion
- Topic: omfg spring is dead, aka finding a new game to play
- Replies: 53
- Views: 7370
Re: omfg spring is dead, aka finding a new game to play
Look, a page with empty servers, this means countrerstike is dead!
http://www.gametracker.com/search/cs/?s ... &order=ASC
http://www.gametracker.com/search/cs/?s ... &order=ASC
- 30 Apr 2011, 18:26
- Forum: General Discussion
- Topic: PlanetWars online campaign BETA iz now!
- Replies: 83
- Views: 16168
Re: PlanetWars online campaign BETA iz now!
Uh oh, lets not start with BA vs ZK
Clanless players are mercenaries. You can win battles, gain influence and sell it from the planet pages or the trade page.PicassoCT wrote:im clanless, but want to join in as a mercenary for the highest xp-bidder. Wat to do Licho?
- 28 Apr 2011, 21:51
- Forum: Zero-K
- Topic: for licho.
- Replies: 26
- Views: 6853
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.
- 26 Apr 2011, 01:41
- Forum: General Discussion
- Topic: PlanetWars online campaign BETA iz now!
- Replies: 83
- Views: 16168
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
http://zero-k.info/PlanetWars/ClanList
- 13 Dec 2010, 23:20
- Forum: General Discussion
- Topic: The Current State of Spring
- Replies: 33
- Views: 4708
Re: The Current State of Spring
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.
- 13 Dec 2010, 20:49
- Forum: Meeting Minutes
- Topic: Dev Meeting Minutes (06-12-2010)
- Replies: 49
- Views: 9332
Re: Dev Meeting Minutes (06-12-2010)
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).hoijui wrote: but why the weapons and features?
- 12 Dec 2010, 23:18
- Forum: Zero-K
- Topic: campaigns!
- Replies: 16
- Views: 3855
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.
- 12 Dec 2010, 22:42
- Forum: Zero-K
- Topic: campaigns!
- Replies: 16
- Views: 3855
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...
- 12 Dec 2010, 21:03
- Forum: Meeting Minutes
- Topic: Dev Meeting Minutes (06-12-2010)
- Replies: 49
- Views: 9332
Re: Dev Meeting Minutes (06-12-2010)
Here are the paths:
edit: changed luaui.lua to luaai.lua
Code: Select all
/armor.txt
/engineoptions.lua
/luaai.lua
/modinfo.lua
/modoptions.lua
/springignore.txt
/validmaps.lua
/features/*
/gamedata/*
/sidepics/*
/units/*
/weapons/*
- 12 Dec 2010, 20:59
- Forum: Lua Scripts
- Topic: Commands From Chat
- Replies: 8
- Views: 1853
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....
- 10 Dec 2010, 14:36
- Forum: Meeting Minutes
- Topic: Dev Meeting Minutes (06-12-2010)
- Replies: 49
- Views: 9332
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...