Search found 67 matches
- 16 Feb 2008, 12:10
- Forum: General Discussion
- Topic: (for devs)If you would recreate Spring again from zero?
- Replies: 30
- Views: 5546
Re: (for devs)If you would recreate Spring again from zero?
Doesn't coroutine.yield, uh, yield to caller? Nope. Python has that behavior, and the concept is called generators there (a slightly less generic/powerful form of coroutines). Lua however has proper coroutines, where you can yield from any stack depth. (See http://www.lua.org/pil/9.1.html, discussi...
- 16 Feb 2008, 11:41
- Forum: Game Releases
- Topic: Balanced Annihilation V6.1
- Replies: 125
- Views: 27730
Re: Balanced Annihilation V6.1
As far as I can see, you don't have the BA custom layout widget enabled, do you?ginekolog wrote:it does not crash for me like u said with these widgets:
[...snip...]
- 15 Feb 2008, 16:40
- Forum: Game Releases
- Topic: Balanced Annihilation V6.1
- Replies: 125
- Views: 27730
Re: Balanced Annihilation V6.1
And it wouldn't crash if /disable was done before /reload ? I seem to recall there being a difference between those earlier. No, wouldn't crash if you disable first. On my install, starting a BA6.1 game, selecting the comm and then doing "/luaui reload" would reproducibly crash Spring, ev...
- 15 Feb 2008, 16:37
- Forum: General Discussion
- Topic: (for devs)If you would recreate Spring again from zero?
- Replies: 30
- Views: 5546
Re: (for devs)If you would recreate Spring again from zero?
exactly what I had in mind. sleep is elegant, coroutine.create+coroutine.yield isn't. I could deal with that, but I doubt modders would like to wrap their heads around this. Couldn't coroutine.create be handled by the Lua-as-unitscript binding system? Just "coroutine.yield" would be fine....
- 15 Feb 2008, 16:14
- Forum: Game Releases
- Topic: Balanced Annihilation V6.1
- Replies: 125
- Views: 27730
Re: Balanced Annihilation V6.1
In this case, it did:ZellSF wrote:I usually always do /disable before /reload and I haven't ever seen LuaUI crash the game.
viewtopic.php?f=11&t=13900
- 15 Feb 2008, 12:40
- Forum: Game Releases
- Topic: Balanced Annihilation V6.1
- Replies: 125
- Views: 27730
Re: Balanced Annihilation V6.1
I already tracked that down a few days ago, it's fixed in SVN.CautionToTheWind wrote:And a lot of luaui errors that when you luaui reload, it crashes the game.
- 15 Feb 2008, 12:36
- Forum: Engine
- Topic: Increasing weapon limit
- Replies: 9
- Views: 1244
Re: Increasing weapon limit
Yeah, please, not more magic numbers, the Spring code has quite enough of thoseTobi wrote:- In the last hunk you hardcoded the 32 instead of using your newly introduced COB_MaxWeapons
- 15 Feb 2008, 12:33
- Forum: Engine
- Topic: Wild idea: MD2 and MD3 support.
- Replies: 20
- Views: 2708
Re: Wild idea: MD2 and MD3 support.
My point exactly.AF wrote:The main reason lua based animation would be slow is because cob<->lua is slow. Implementing an animation API entirely in C++ and pure lua could make the whole thing faster than cob by taking advantage of the superior lua compilers.
- 13 Feb 2008, 20:17
- Forum: Feature Requests
- Topic: Weather Effects
- Replies: 82
- Views: 9531
Re: Weather Effects
glFog does no effect. Well, of course, it only sets parameters for fog, and glFogCoord is not required by default. The fog itself has to be enabled with glEnable, but I guess you'd have to disable it for the GUI... I'm not sure if it can be done in a clean way from Lua. do you know a good way to dr...
- 13 Feb 2008, 19:40
- Forum: Feature Requests
- Topic: Weather Effects
- Replies: 82
- Views: 9531
Re: Weather Effects
GL has a fog effect built in, I wonder whether using that would work.
Using spheres probably won't look good because you will have sharp changes from one sphere to the next.
Using spheres probably won't look good because you will have sharp changes from one sphere to the next.
- 13 Feb 2008, 19:32
- Forum: Engine
- Topic: Wild idea: MD2 and MD3 support.
- Replies: 20
- Views: 2708
Re: Wild idea: MD2 and MD3 support.
lua md5 renderer? sounds too insane to not try :> need a brave soul with a little too much time on their hands, though. I thought he didn't mean the renderer, but the animation code...? As I have stated in another thread, I think replacing COB with Lua (for a new model format) is very possible, spe...
- 12 Feb 2008, 20:48
- Forum: Help & Bugs
- Topic: crash
- Replies: 15
- Views: 2561
Re: crash
It's not really necessary; as I said, the custom handler hasn't been installed at the time the crash occurs. However it's certainly not bad practice.NOiZE wrote:so i assume i need to add that in the BA layout widget as well?
- 12 Feb 2008, 20:46
- Forum: Help & Bugs
- Topic: unknown-files
- Replies: 4
- Views: 942
Re: unknown-files
UF is unfortunately down at the moment, it seems - again.
- 12 Feb 2008, 06:24
- Forum: General Discussion
- Topic: (for devs)If you would recreate Spring again from zero?
- Replies: 30
- Views: 5546
Re: (for devs)If you would recreate Spring again from zero?
COB is very simple and limited, and has been designed exclusively for animating hundred of units on a 1997 computer. You don't need tons of clever guys to optimise it, because there's already about nothing left to optimise in COB. LUA is versatile and has a much broader scope, and is also a much hi...
- 12 Feb 2008, 04:57
- Forum: Lua Scripts
- Topic: Lua function call trace (debugging aid)
- Replies: 2
- Views: 1871
Re: Lua function call trace (debugging aid)
Really? What does it do?
- 12 Feb 2008, 04:32
- Forum: General Discussion
- Topic: PCGamer Magazine Coverage - Spring/Star Wars Spring
- Replies: 81
- Views: 21488
Re: PCGamer Magazine Coverage - Spring/Star Wars Spring
If this mod is unreleased, what's the Star Wars mod I have on my harddisk?
- 12 Feb 2008, 02:28
- Forum: Help & Bugs
- Topic: crash
- Replies: 15
- Views: 2561
Re: crash
I've finally tracked down this elusive little bugger (BTW with the help of the Lua trace script I posted in the Lua section, very helpful). It's a bit complicated, so bear with me. What happens when the UI is reloaded is this: The Lua context is torn down and re-initialized from scratch. The LuaUI w...
- 11 Feb 2008, 21:51
- Forum: Game Development
- Topic: Overriding mod files
- Replies: 7
- Views: 1482
Re: Overriding mod files
That's neat too, could set myself up a debugging mod...
- 11 Feb 2008, 21:50
- Forum: Ingame Community
- Topic: Hovers are op? Discussion (BA)
- Replies: 95
- Views: 10342
Re: Hovers are op? Discussion (BA)
AFAIK DD refers to destroyers in military language, though I'm not sure about BB...Machiosabre wrote:theres only one B in battleship...what were you thinking?
- 11 Feb 2008, 21:43
- Forum: General Discussion
- Topic: Any autohost for Linux?
- Replies: 32
- Views: 3732
Re: Any autohost for Linux?
@eriatarka: Yes, I'm working on a PhD. After speaking with my supervisor, though, the focus will be a bit different than what I was originally aiming for, for very good reasons. BTW, you could always apply to UofA for your master's or PhD. We'd be glad to have more people working on this. :) Well, ...