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by Google_Frog
14 Oct 2018, 15:39
Forum: Game Development
Topic: Changing units mobility in real time
Replies: 5
Views: 116

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: 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: 1678

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: 677

Re: Updated widget/gadget profilers

(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: 545

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: 413

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: 1042

Re: Cervino

These cliffs are too bright when they are inside LOS.
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: 245

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: 866

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: 12
Views: 727

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: 10
Views: 1036

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: 466

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). 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: 675

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 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...
by Google_Frog
02 Jan 2018, 07:38
Forum: Game Development
Topic: what are the hard limitations of this engine?
Replies: 15
Views: 1176

Re: what are the hard limitations of this engine?

You may want to poke around the Zero-K codebase as well: I have pushed the engine further than BA so you should find some more mechanics and examples. 1). 32 unit classes (mostly for targetting AI) Unsure and unclear. I believe that unit categories are only relev...
by Google_Frog
21 Dec 2017, 01:39
Forum: Game Development
Topic: Where do I test my units out?
Replies: 18
Views: 769

Re: Where do I test my units out?

I told you how to run the tutorial game when you asked in ZK a week ago but the chat seemed to be lost or ignored. Here is a more permanent wiki page which should get anyone from a basic ZK install to a working tutorial game. Edit:
by Google_Frog
18 Nov 2017, 08:06
Forum: Feature Requests
Topic: A simple blur on underwater shadows
Replies: 8
Views: 571

Re: A simple blur on underwater shadows

I agree regarding underwater shadows.
by Google_Frog
13 Nov 2017, 06:21
Forum: Art & Modelling
Topic: Random WIP 2017
Replies: 68
Views: 7351

Re: Random WIP 2017

Two of Anarchid's factory remodels are finally done.
factoryGif.gif (1.79 MiB) Viewed 1205 times
by Google_Frog
21 Oct 2017, 05:18
Forum: Engine
Topic: Maintenance branch
Replies: 20
Views: 1865

Re: Maintenance branch

Here are my thoughts on the branch: On testing - I think testing carried out by a small pool of testers is ineffective. This reflects well on the stability of the engine. In the months leading up to 104.0 almost all the bugs were either rare or hardwa...
by Google_Frog
28 Sep 2017, 10:39
Forum: Game Development
Topic: Turn based support
Replies: 6
Views: 681

Re: Turn based support

Spring has quite a few useful systems which are needed by a turn based strategy game. It is worth using Spring for the netcode, unit selection and command handling. You may even use the weapon/projectile aiming system for graphics purposes. If you wanted a more physicsy game you could even use Sprin...

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