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by Google_Frog
22 Sep 2017, 13:03
Forum: Engine
Topic: A few questions about "handle raw movement directly in the PFS" commit
Replies: 9
Views: 4566

Re: A few questions about "handle raw movement directly in the PFS" commit

Raw move is looking quite good. I like how it is resilient by switching back and forth between raw mode depending on the path-ability as it updates. My main request is that the raw move distance be increased as currently units will move in straight lines for short distances but still take inefficien...
by Google_Frog
22 Sep 2017, 09:56
Forum: Engine
Topic: A few questions about "handle raw movement directly in the PFS" commit
Replies: 9
Views: 4566

Re: A few questions about "handle raw movement directly in the PFS" commit

Which commands use raw move? I've tried fight and attack and they both seem to be using the pathfinder still.

Edit: Just a config issue.
by Google_Frog
15 Sep 2017, 02:06
Forum: General Discussion
Topic: Terrible collisions pathfinding and targetting
Replies: 10
Views: 7707

Re: Terrible collisions pathfinding and targetting

I don't have most of your issues with the pathfinder. That does not mean they don't exist, just that I have implemented configuration (or hax) in ZK that removes the issues. The engine is not easy to use in this regard. You also need to be more precise. I never see units stuck on cliffs in the sense...
by Google_Frog
30 Aug 2017, 16:19
Forum: News
Topic: Engine Testing - 104.0-RC2
Replies: 5
Views: 11506

Re: Engine Testing - 104.0-RC2

Forb I think you'll need a video or replay to get much of a response.
by Google_Frog
22 Aug 2017, 03:50
Forum: SpringBoard
Topic: Reliably setting feature and unit IDs on creation
Replies: 21
Views: 20294

Re: Reliably setting feature and unit IDs on creation

@hokomoko: What's the point of allowing content devs to set the object ID if those cannot be set reliably? A short possible history lesson: CreateUnit was implemented in lua Some game dev asked the engine devs if they could set the unit ID of the unit being created. Engine dev replied: "No, it...
by Google_Frog
16 Aug 2017, 07:00
Forum: Game Development
Topic: units hugging enemies?
Replies: 16
Views: 6961

Re: units hugging enemies?

That version is more than a year old and likely only works with a 103+200 or so.
by Google_Frog
07 Aug 2017, 15:22
Forum: Off Topic Discussion
Topic: Forged Alliance Forever
Replies: 4
Views: 5443

Re: Forged Alliance Forever

Do posts like this work? Should we go to the FAF forums and tell them about spring game releases? I always think it is a bit intrusive but then again I'm really bad at promotion.
by Google_Frog
06 Aug 2017, 09:13
Forum: Off Topic Discussion
Topic: Forged Alliance Forever
Replies: 4
Views: 5443

Re: Forged Alliance Forever

I think everyone is aware of FAF. Is there anything new?
by Google_Frog
01 Aug 2017, 11:42
Forum: Lua Scripts
Topic: Widget Manager
Replies: 43
Views: 10987

Re: Widget Manager

Responsibility for widgets slowly moved from the players to the games as various games realized that their default UI needs to be good. Widget writing moved from players to developers as widgets became more complex and some players became developers. There does not seem to be any widget manager at t...
by Google_Frog
31 Jul 2017, 01:50
Forum: News
Topic: Engine Testing - 104.0-RC1
Replies: 9
Views: 14676

Re: Engine Testing - 104.0-RC1

ZK has been on 103.0.1-1226-g0f10be0 then 103.0.1-1237-ge0f8a3d for the last 10 days. Engine seems pretty stable.
by Google_Frog
25 Jul 2017, 10:51
Forum: Game Development
Topic: Cool Stuff Nobody Did Yet?
Replies: 12
Views: 7818

Re: Cool Stuff Nobody Did Yet?

Cluster weapons - I intend to make Thunder LRM for MCL but didn't get around to it yet I am highly confident that this is possible. I have done some work with projectiles, these gadgets may get you halfway there: https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/weapon_timed_replace....
by Google_Frog
13 Jul 2017, 03:31
Forum: General Discussion
Topic: What can spring engine/game devs learn from negative reviews of evo rts on steam?
Replies: 47
Views: 19929

Re: What can spring engine/game devs learn from negative reviews of evo rts on steam?

Super Mario wrote:
Google_Frog wrote:]Super Mario what are you intending to contribute?
...Did you not read the rest of my post after you quoted? I already give my thoughts about this, I don't see how that is not contributing. Perhaps elaborating on what you mean by that?
Contributing work.
by Google_Frog
11 Jul 2017, 10:37
Forum: General Discussion
Topic: What exactly do current game developers want?
Replies: 41
Views: 40788

Re: What exactly do current game developers want?

Actually there is one thing I would really like. I want a way to unbind the scroll speed modification that occurs when you hold Shift or Ctrl. I think I can hack a solution by detecting whether the mod key is held and change the scroll speed via lua to counteract it on the fly. That would not be ide...
by Google_Frog
11 Jul 2017, 02:42
Forum: General Discussion
Topic: What exactly do current game developers want?
Replies: 41
Views: 40788

Re: What exactly do current game developers want?

I'm unsure. I think ZK is nearing release so I mostly want nothing to break. I would like it if some time was spent after the 104.0 release to fix lingering issues before rendering is overhauled and needs retesting. Alternately we could have a branch for the bugfixes while the new features are worke...
by Google_Frog
09 Jul 2017, 16:22
Forum: General Discussion
Topic: What can spring engine/game devs learn from negative reviews of evo rts on steam?
Replies: 47
Views: 19929

Re: What can spring engine/game devs learn from negative reviews of evo rts on steam?

I'm not treating this thread as "tell forb what to do" and I hope nobody else is either. It is annoying to have people try to direct your work in progress when they don't know very much about the current state of things and are not likely to contribute. The thread seems to be about learnin...
by Google_Frog
09 Jul 2017, 09:06
Forum: General Discussion
Topic: What can spring engine/game devs learn from negative reviews of evo rts on steam?
Replies: 47
Views: 19929

Re: What can spring engine/game devs learn from negative reviews of evo rts on steam?

Asking the player to download 200kb of data before they can play is not some sort of hardship. ...each requiring 500mb from the servers... You would have to be a complete moron as a gamedev to do this. I am talking about 200kb because usually my updates are about that size. Occasionally needing a f...
by Google_Frog
09 Jul 2017, 05:36
Forum: General Discussion
Topic: What can spring engine/game devs learn from negative reviews of evo rts on steam?
Replies: 47
Views: 19929

Re: What can spring engine/game devs learn from negative reviews of evo rts on steam?

Games of higher calibre than spring games or games that you've paid more for, can allow themselves to put extraneous hurdles on the player. With an unknown free game, the limit after which you give up, uninstall and go play LoL is much lower. Asking the player to download 200kb of data before they ...
by Google_Frog
08 Jul 2017, 15:22
Forum: General Discussion
Topic: What can spring engine/game devs learn from negative reviews of evo rts on steam?
Replies: 47
Views: 19929

Re: What can spring engine/game devs learn from negative reviews of evo rts on steam?

I learned (or at least had reinforced): There has to be someone taking responsibility for the entire user experience, from when they press play on steam. Everything that users see is 'the game' . The game has to look like a game, not an IRC program. Players should have enough content to instantly st...
by Google_Frog
31 May 2017, 16:23
Forum: Game Development
Topic: Timed life unit spawns
Replies: 2
Views: 1621

Re: Timed life unit spawns

The minelayer artillery in Zero-K has a fairly simple gadget that spawns timed life units on projectile impact. Perhaps you should just look at the wiki though as there are straightforward functions for creating and destroying units under synced control.

https://springrts.com/wiki/Lua_Scripting

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