Search found 325 matches
- 11 Aug 2013, 05:19
- Forum: Off Topic Discussion
- Topic: Substruct
- Replies: 10
- Views: 2975
Re: Substruct
what's really needed for "procedural units" to work is for the various parts to supplement/interact with each other in interesting and non-intuitive ways. Making this work is.... hard.
- 19 May 2013, 04:33
- Forum: Lobby Clients & Server
- Topic: weblobby java problems on Fedora 18 64-bit
- Replies: 3
- Views: 1833
weblobby java problems on Fedora 18 64-bit
Tried to use the new weblobby.springrts.com, got this:
followed the link to the oracle page, got the latest java 1.7 RPM, installed it, still nothing. How do i get this working?
Code: Select all
The latest version of Java is required to run Spring Web Lobby, to install it click here
- 05 Apr 2013, 16:29
- Forum: Game Development
- Topic: "Playing SimCity"
- Replies: 51
- Views: 15603
"Playing SimCity"
We've all seen it - some games there's this one noob just turtling in his base, not building an army or attacking, just adding more and more turrets and eco to the base. (I used to be that guy) I see it a lot in ZeroK games, and we call it "Playing SimCity". The ZeroK community and manual ...
- 05 Apr 2013, 16:07
- Forum: General Discussion
- Topic: Using Evo desura as your spring install...
- Replies: 3
- Views: 1315
Re: Using Evo desura as your spring install...
does it have Linux support?
- 06 Mar 2013, 17:00
- Forum: News
- Topic: Spring 93.0
- Replies: 58
- Views: 20777
Re: Spring 93.0
sweeeeeeeeeeeett! I can't wait until we get Lua control over this.jK wrote: [*] add experimental map generator (see http://springrts.com/wiki/Mapgen for details)
- 02 Mar 2013, 03:29
- Forum: General Discussion
- Topic: Spring.AdjustHeightMap behaving oddly.
- Replies: 2
- Views: 1033
Re: Spring.AdjustHeightMap behaving oddly.
Oh, it looks like AddHeightMap is actually what I'm looking for. That raises or lowers the map by a given amount, yesyes?
- 01 Mar 2013, 16:53
- Forum: General Discussion
- Topic: Spring.AdjustHeightMap behaving oddly.
- Replies: 2
- Views: 1033
Spring.AdjustHeightMap behaving oddly.
So I have this Lua code in a gadget: function gadget:UnitFinished(unitID, unitDefID, teamID) if(unitName(unitID)=="mnanoforge") then --test local unitx,unity,unitz = Spring.GetUnitPosition(unitID) unitx = math.floor((unitx+4)/8)*8 unitz = math.floor((unitz+4)/8)*8 Spring.SetHeightMapFunc(f...
- 25 Feb 2013, 16:20
- Forum: Game Development
- Topic: Changing the map texture?
- Replies: 4
- Views: 1530
Re: Changing the map texture?
oooh, that's right. Building ground decals! Do those dissapear after the building dies? it appears that ground decals aren't turned on in Low or Very Low graphics mode, though. Anyway for the mod to force them to show up? They're kind of important, I don't want users on slow PC's to miss out. I can ...
- 22 Feb 2013, 16:56
- Forum: Game Development
- Topic: Changing the map texture?
- Replies: 4
- Views: 1530
Changing the map texture?
So I've noticed that when I terraform things in Zero-K it makes the ground all brick-textured, to look like manmade construction rather than natural terrain. How do I do that? I've got buildings in my game that make the ground around them flatter when they're built, and I'd like to apply a cobblesto...
- 22 Feb 2013, 16:52
- Forum: Game Development
- Topic: BOTA Relaunch - Is there interest?
- Replies: 24
- Views: 7175
Re: BOTA Relaunch - Is there interest?
one of these things is not like the others - zero-K I would not exactly say is TA-based. It has a few (like less than 10) OTA models in the game, but the gameplay is very changed from TA.knorke wrote: Imo from players perspective there already are enough TA-based games: BA, zero-K, NOTA, XTA.
- 04 Feb 2013, 16:33
- Forum: Game Development
- Topic: Can I make the area beyond unit's vision completely black?
- Replies: 4
- Views: 1247
Re: Can I make the area beyond unit's vision completely blac
that sounds like what I need! Where does the code for this live? on SVN somewhere?Google_Frog wrote: Also I wrote a global LOS mineral system for knorke's game which has a good UI and does not give information away.
- 31 Jan 2013, 16:26
- Forum: Map Releases
- Topic: HexFarm - Now with destroyables bridges
- Replies: 82
- Views: 30838
Re: HexFarm - Now with destroyables bridges
How do you put lua scripts inside the map? In this HexFarm map, I am using a gadget in \LuaRules\Gadgets\ This is the wrong way to do it. The right way is to put the gadget in \LuaGaia\Gadgets\ Make sure you have the two tiny draw.lua and main.lua inside your \LuaGaia\ oh, so maps can have LuaRules...
- 31 Jan 2013, 16:24
- Forum: Game Development
- Topic: Can I make the area beyond unit's vision completely black?
- Replies: 4
- Views: 1247
Can I make the area beyond unit's vision completely black?
So, I'm currently working on a game with some novel features, including "terrain based warfare" - modifiying the terrain to fit the features of your current army. Anyway, normally the area beyond your range of vision is darkened (can't see units) but you can still see the terrain. This mea...
- 30 Jan 2013, 16:51
- Forum: Map Releases
- Topic: HexFarm - Now with destroyables bridges
- Replies: 82
- Views: 30838
Re: HexFarm - Now with destroyables bridges
How does the lua for this work? I'm trying to make a similar procedurally-generated map for my own game. How do you put lua scripts inside the map?
- 24 Jan 2013, 17:05
- Forum: Lua Scripts
- Topic: Spring.LevelHeightMap confuses me
- Replies: 5
- Views: 1655
Re: Spring.LevelHeightMap confuses me
ok, got it. I can now make big flat plateus with this code: Spring.LevelHeightMap(unitx-1000,unitz-1000,unitx+1000,unitz+1000,unity) this makes nice flat areas, but once you get to the edge of that, there is a sheer clif dropoff to the original terrain height. What code can I apply along the edges o...
- 22 Jan 2013, 16:58
- Forum: Lua Scripts
- Topic: Spring.LevelHeightMap confuses me
- Replies: 5
- Views: 1655
Spring.LevelHeightMap confuses me
So I'm trying to write some custom terraform lua that will set the height map whenever a certain "terra pylon" building gets built. the documentation says Spring.LevelHeightMap ( number x1, number z1 [, number x2, number z2], number height ) but what exactly are the x1,z1 and x2,z2 paramet...
- 25 Nov 2012, 20:49
- Forum: Lua Scripts
- Topic: [Solved] Detect if a unit is touching the ground?
- Replies: 2
- Views: 938
[Solved] Detect if a unit is touching the ground?
New to lua here. Is there a quick way to detect whether or not a non-flying unit is touching the ground or not? I.E. whether it's on the ground like it should be or if it's being tossed around. I'm currently working on a Unit Cannon for Zero-K, which picks up units (only ground units) and flings the...
- 13 Nov 2012, 15:57
- Forum: Game Development
- Topic: Ideas for creative/interesting modes of unit production?
- Replies: 41
- Views: 6866
Re: Ideas for creative/interesting modes of unit production?
Thats the good thing if you dont know how to chilli.. you avoid it altogether.. units autodrop eggs in water.. thats all my maps don't have water sadly. I found some code in the unit_clone.lua that adds things to a unit's control panel fairly easily... local cloneCmdDesc = { id = CMD_CLONE, type = ...
- 12 Nov 2012, 16:59
- Forum: Game Development
- Topic: Ideas for creative/interesting modes of unit production?
- Replies: 41
- Views: 6866
Re: Ideas for creative/interesting modes of unit production?
Ok, I think I got something that works. Engineer units can "lay" eggs via the clone mechanic. The eggs are a bit pricey but they morph into soldiers for free. You can hold shift and hit they "lay egg" button a bunch, and drop a bunch of eggs. What I'm wondering now is, can i edit...
- 08 Nov 2012, 16:19
- Forum: Game Releases
- Topic: Balanced Аnnihilation - Translate Russian (Руссификация)
- Replies: 23
- Views: 16674
Re: Balanced Аnnihilation - Translate Russian (Руссификация)
compatible with the English version for online play?