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by Google_Frog
22 Jan 2019, 15:02
Forum: Feature Requests
Topic: suggestion: replay backward/forward
Replies: 20
Views: 876

Re: suggestion: replay backward/forward

Losing anything while saving is not good enough for replay save/load. However, it may be good enough for standard save/load if your players aren't trying to exploit anything.
by Google_Frog
22 Jan 2019, 14:51
Forum: General Discussion
Topic: Mars Total Warfare - Spring similarities
Replies: 12
Views: 736

Re: Mars Total Warfare - Spring similarities

It seems to be trying to sell itself as scalable to huge numbers of units and possibly players in each battle with people joining mid-game (not sure if any of it is actually true). The midgame join works. I tried it out and my test game attracted another player. Here are some new pieces of informat...
by Google_Frog
20 Dec 2018, 03:48
Forum: Feature Requests
Topic: suggestion: replay backward/forward
Replies: 20
Views: 876

Re: suggestion: replay backward/forward

Here is a relevant metaphor: https://www.youtube.com/watch?v=cSbyCI32CH0 The roadmap for better replay controls looks something like this: Engine save/load (feasible but extremely involved). Optimization of save/load to allow for brief autosaves (probably impossible). Integration of autosaves into r...
by Google_Frog
25 Nov 2018, 03:59
Forum: Ludum Dare
Topic: LD43
Replies: 20
Views: 1531

Re: LD43

I'm interested.
by Google_Frog
17 Nov 2018, 15:08
Forum: Feature Requests
Topic: Option to switch how moving around the map works
Replies: 6
Views: 705

Re: Option to switch how moving around the map works

https://springrts.com/wiki/Springsettin ... crollSpeed can be negative. Mess with it and related settings, I am fairly sure what you want is possible.
by Google_Frog
01 Nov 2018, 16:28
Forum: Game Development
Topic: A Better Air Game
Replies: 11
Views: 1118

Re: A Better Air Game

I agree with the four problems highlighted in the OP. I would add the distinction that fighters suffer the most, followed by bombers, and that gunships can be designed to avoid many of the issues if you're careful. Air poses design issues that transcend technical issues, such as cylindrical LaserCan...
by Google_Frog
14 Oct 2018, 15:39
Forum: Game Development
Topic: Changing units mobility in real time
Replies: 5
Views: 433

Re: Changing units mobility in real time

I've found SetUnitCOBValue to be unreliable for this purpose. Use SetGroundMoveTypeData. You should have a look at this gadget and do something like it: https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_attributes.lua I would do the changes inside the unit script. The script call...
by Google_Frog
20 Apr 2018, 05:32
Forum: Help & Bugs
Topic: PLZ HELP fix this behavior
Replies: 21
Views: 2342

Re: PLZ HELP fix this behavior

Some tips: Keep each bug report ticket/thread focused on a single topic. Make new topics for distinct bugs. The reader should only need to look at the OP to know what the thread is about. Err on the side of supplying too much information. Bug reports are frustrating when you need to tease out every ...
by Google_Frog
17 Apr 2018, 07:07
Forum: Game Development
Topic: Updated widget/gadget profilers
Replies: 6
Views: 979

Re: Updated widget/gadget profilers

screen00014.jpg
(726.99 KiB) Not downloaded yet
Can you explain the discrepancy with the previous profiler? For example, yours says that priority is around 1% while the previous profiler says 2.7%.
by Google_Frog
04 Apr 2018, 09:39
Forum: Game Development Tutorials & Resources
Topic: What the the general dev environment/workflow that you use?
Replies: 6
Views: 862

Re: What the the general dev environment/workflow that you use?

'/reloadcegs' reloads all the CEG particle effects.

To do '/luarules reload' you need to first do '/cheat' because this command would easily break a multiplayer game.
by Google_Frog
24 Mar 2018, 15:13
Forum: Balanced Annihilation
Topic: Request for large BA game replay
Replies: 2
Views: 679

Request for large BA game replay

Can you attach a game with 3k unit that you think ran well so I can look at it for profiling?
by Google_Frog
02 Mar 2018, 08:42
Forum: Map Releases
Topic: Cervino
Replies: 17
Views: 1468

Re: Cervino

These cliffs are too bright when they are inside LOS.
Image
The metal in the center could be improved as it is currently just a uniformly distributed spread of spots. There are no mex spot textures so I could mess with this myself.
by Google_Frog
26 Feb 2018, 05:30
Forum: Lua Scripts
Topic: Zero-K Mission editor
Replies: 1
Views: 506

Re: Zero-K Mission editor

The group name is probably a UnitRulesParam, I don't know much more though.
by Google_Frog
22 Feb 2018, 02:59
Forum: Bounty Offers
Topic: Unexplored map fog of war
Replies: 6
Views: 1178

Re: Unexplored map fog of war

The visuals are only half the solution. How are you going to prevent players from probing the default UI to explore the black area? Things like waypoint location, structure blueprint placement and camera hight will reveal the terrain. This may all be solvable by initializing the unsynced heightmap t...
by Google_Frog
15 Feb 2018, 16:11
Forum: Help & Bugs
Topic: Zoom this inverted?
Replies: 14
Views: 1175

Re: Zoom this inverted?

To get the same zoom behaviour as other games you need to set ScrollWheelSpeed negative in springsettings.cfg. I have 'ScrollWheelSpeed = -25'. A warning, for Zero-K you do not need to make this change as it comes with good defaults and a settings menu. Touching a config file manually might break so...
by Google_Frog
07 Jan 2018, 08:21
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 11
Views: 1844

Re: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"

Your method looks reasonable. Are you effectively just making your weapons call AimWeapon at a high rate? It feels like this should be a parameter in the weapondef if you are going to go to this much effort to hack around it. An alternate solution would be to use Spring.GetUnitWeaponTarget and Sprin...
by Google_Frog
05 Jan 2018, 01:08
Forum: Lua Scripts
Topic: How to set a building-unit into placement mode
Replies: 5
Views: 747

Re: How to set a building-unit into placement mode

This is how the ZK menu deals with button clicks (or key presses for hotkeys). https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/gui_chili_integral_menu.lua#L555-L590 It handles factory queues and terraform. What you want should be this cut down version: local function ClickFunc(mouse, c...
by Google_Frog
04 Jan 2018, 14:49
Forum: Game Development
Topic: The feasability of Spring as a battle engine in a wider game
Replies: 10
Views: 1021

Re: The feasability of Spring as a battle engine in a wider game

NeOmega I feel like you would benefit from giving the Zero-K campaign a look (just run this http://zero-k.info/Wiki/Download). This is what gajop means when they say "use LuaMenu". The Zero-K campaign runs in a single instance of Spring and has a mission selection screen (or strategic map) from whic...

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