I noticed this replay could not be downloaded. Possibly because of the large size.
http://replays.springrts.com/replay/dc5 ... 139ef830f/
Any chance of seeing this obnoxious match?
Search found 40 matches
- 08 Apr 2018, 23:18
- Forum: Infrastructure Development
- Topic: spring replay site
- Replies: 179
- Views: 74941
- 01 Apr 2018, 05:41
- Forum: Lua Scripts
- Topic: [DONE] Mod agnostic buildtype key bindings through a lua widget?
- Replies: 1
- Views: 2638
Re: [DONE] Mod agnostic buildtype key bindings through a lua widget?
Result was rather a 4d table. udefids -> build type -> terrain type (all, ground, water) -> udefids It will check if elevation is more than zero and then pick ground udefids only, else water. if nil all. Metal is sorted by 'udef.extractsMetal desc, energyConversion desc'. This requires the WG.energy...
- 10 Mar 2018, 17:35
- Forum: Lua Scripts
- Topic: [DONE] Mod agnostic buildtype key bindings through a lua widget?
- Replies: 1
- Views: 2638
[DONE] Mod agnostic buildtype key bindings through a lua widget?
Hi! I started out on making some keys/ui help functionality with a lua widget. I think it's easier if i show what I'm trying to replace rather than what I'm trying to implement. So here it is: 1. A (pretty popular?) uikeys.txt setup: // by BEHERITH, special thanks to WISSE unbind any+c controlunit u...
- 21 Feb 2017, 21:44
- Forum: Lua Scripts
- Topic: Build queue fast forward + con queue commands + geo toggling
- Replies: 5
- Views: 2251
Re: Build queue fast forward widget vid
New version pushed to github together with another handy widget with two commands that can be used to chop off commands from start and end of queue. That widget also toggles geos on and off (feature targeted at PD/PA). There are still some painful bugs, for example when stalling m and building two s...
- 14 Jan 2017, 13:03
- Forum: Help & Bugs
- Topic: Spring compile from source (git). Failed to recurse into submodule path
- Replies: 3
- Views: 1843
Re: Spring compile from source (git). Failed to recurse into submodule path
I was following the wiki guide https://springrts.com/wiki/Building_Spring_on_Linux and there it says Latest Stable (master branch) which sounds like it would fit my multiplayer needs. I'm just trying to make things clear if the wiki needs updating. Thanks anyway. Will try again when I'm on my linux ...
- 14 Jan 2017, 12:04
- Forum: General Discussion
- Topic: promote spring engine
- Replies: 24
- Views: 8539
Re: promote spring engine
It doesn't need to be preconfigured very heavily either. The battlelist could have filtering and preconfigured default filtering.code_man wrote:A major downside is the lobby cannot be shipped to be game specific preconfigured, for example some guy wants s44 and ends up playing a game with robots, wtf right.
- 12 Jan 2017, 20:22
- Forum: Help & Bugs
- Topic: Spring compile from source (git). Failed to recurse into submodule path
- Replies: 3
- Views: 1843
Spring compile from source (git). Failed to recurse into submodule path
~/git git clone --recursive git://github.com/spring/spring.git -b master Cloning into 'spring'... remote: Counting objects: 226282, done. remote: Compressing objects: 100% (187/187), done. remote: Total 226282 (delta 39), reused 0 (delta 0), pack-reused 226095 Receiving objects: 100% (226282/226282...
- 08 Jan 2017, 21:19
- Forum: Lua Scripts
- Topic: chicken panel prettifying - looking for simple background
- Replies: 2
- Views: 1148
Re: chicken panel prettifying - looking for simple background
ok great. I am gonna look into it. I hope we havent diverged too much. as I said im focusing mostly on PD and RD mods, but i really like the idea of standalone code base. and honestly it probably will be forced upon it later on to work out compatibility.
final result:
final result:
- 08 Jan 2017, 11:30
- Forum: Lua Scripts
- Topic: chicken panel prettifying - looking for simple background
- Replies: 2
- Views: 1148
chicken panel prettifying - looking for simple background
Hi! I'm working on the chicken panel for robot defense + hopefully planet defense. Feel free to reuse in your chicken mods. I have human readable unitdef names and displaylist that shows up on hovering them with mouse, but I think I want some background (between list and chicken panel) or other easy...
- 18 May 2016, 21:12
- Forum: Lua Scripts
- Topic: Build queue fast forward + con queue commands + geo toggling
- Replies: 5
- Views: 2251
Re: Build queue fast forward widget vid
new version pushed with: * easy finish within build range neighbour capability (works very well with move-ahead scheme) * and some very buggy MM<->energy switcher PS. the bug mentioned in the previous post is fixed. (theoretically by feature #1 in this post, but practically through very ugly code)
- 19 Apr 2016, 19:00
- Forum: Lua Scripts
- Topic: Build queue fast forward + con queue commands + geo toggling
- Replies: 5
- Views: 2251
Re: Build queue fast forward widget vid
thanks! as of now it never starts up more than 2 buildings, but in the future it could calculate unused buildpower at next queued building spot, and thereby maximize used/minimize unused buildpower. Another important fix to this plugin (and game(s)?) is to move cons away from the next build spot. Th...
- 18 Apr 2016, 19:37
- Forum: Lua Scripts
- Topic: Build queue fast forward + con queue commands + geo toggling
- Replies: 5
- Views: 2251
- 16 Apr 2016, 16:32
- Forum: Lua Scripts
- Topic: Build queue fast forward + con queue commands + geo toggling
- Replies: 5
- Views: 2251
Build queue fast forward + con queue commands + geo toggling
youtube demo: https://www.youtube.com/watch?v=n3I00TGov5A function isTimeToMoveOn(secondsLeft, builderID, totalBuildSpeed) local plannerBuildSpeed = builders[builderID].originalBuildSpeed local plannerBuildShare = plannerBuildSpeed / totalBuildSpeed if ((plannerBuildShare < 0.75 and secondsLeft < 1....
- 24 Jan 2016, 18:34
- Forum: Lua Scripts
- Topic: Extending the patrol behavior of immobile builders
- Replies: 0
- Views: 1730
Extending the patrol behavior of immobile builders
Hi! I haven't done any lua widgets scripting before but I would like to extend / tap into the prioritizing of nano towers. I found this in the ta-repo https://github.com/n3wm1nd/TA/blob/master/luaui/widgets/unit_immobile_builder.lua . The functionality I'm after is for the nano tower to be able to s...
- 26 Nov 2011, 02:42
- Forum: News
- Topic: New release! Spring 83.0 is out!
- Replies: 108
- Views: 34487
Re: New release! Spring 83.0 is out!
the source must flowCarRepairer wrote:Jamerlan: contact me in the lobby now that you can login. In the meantime you can always view the source by clicking "view source" :p
Knorke: /reloadcegs worksforme. I'll add it to the ceg spawner widget.
- 05 Jan 2011, 00:01
- Forum: News
- Topic: Spring 0.82.6.1 bug fix release
- Replies: 13
- Views: 14716
Re: Spring 0.82.6.1 bug fix release
chat looks weird.. red console
http://i54.tinypic.com/2drxtna.png
edit: i guess it should be on help & bugs, but seems important.
http://i54.tinypic.com/2drxtna.png
edit: i guess it should be on help & bugs, but seems important.
- 11 Dec 2010, 17:55
- Forum: Help & Bugs
- Topic: connection rejected: user name not authorized to connect
- Replies: 14
- Views: 2083
Re: connection rejected: user name not authorized to connect
I know I'm repeating myself now, but I want to reinstate my position. I think it would be of great help for users if this message got diversified.
- 11 Dec 2010, 17:10
- Forum: Help & Bugs
- Topic: connection rejected: user name not authorized to connect
- Replies: 14
- Views: 2083
Re: connection rejected: user name not authorized to connect
Shouldn't you be able to split these two conditions?
I guess your stated condition is caused by the lobby sending wrong user name...? I dont see how a name can be "wrong" in any other way.
I guess your stated condition is caused by the lobby sending wrong user name...? I dont see how a name can be "wrong" in any other way.
- 11 Dec 2010, 16:48
- Forum: Help & Bugs
- Topic: connection rejected: user name not authorized to connect
- Replies: 14
- Views: 2083
Re: connection rejected: user name not authorized to connect
That's what i think it should say. or "host does not allow mid join", "host does not support joining an already running game." failproof from misunderstandings imo :]SirMaverick wrote: Host does not support mid join.
- 11 Dec 2010, 16:30
- Forum: Help & Bugs
- Topic: connection rejected: user name not authorized to connect
- Replies: 14
- Views: 2083
connection rejected: user name not authorized to connect
what does it mean? why does it happen?
it showed when trying to spectate an ongoing chicken defense game, not on an autohost, i think.
(in a messagebox)
it showed when trying to spectate an ongoing chicken defense game, not on an autohost, i think.
(in a messagebox)