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by Pako
07 Jun 2012, 12:17
Forum: Balanced Annihilation
Topic: Scouts blocking big units
Replies: 11
Views: 2363

Re: Scouts blocking big units

I did gadgets and modoptions for this, seems to work very good for BA, only the death explosion is kinda bad. There should be made a custom crush explosion for it. I have no idea if it is easily possible to add a custom crush explosion for it.
by Pako
07 Jun 2012, 12:13
Forum: Infrastructure Development
Topic: spring replay site
Replies: 179
Views: 76594

Re: spring replay site

Nice work. Though not as good as the old one but at least it is open so no fear of rage quit like with the previous one. Don't work too hard on the current design. Come the start of Summer I'll have tons of free time and might end up designing and coding a site for you Don't take this guy too seriou...
by Pako
07 Jun 2012, 12:03
Forum: Engine
Topic: LOS
Replies: 68
Views: 9476

Re: LOS

Yes, Spring has an idiosyncratic concept where "sonar" is just "underwater sight"... this actually breaks OTA compat pretty bad too. Maybe check again who is the idiosyncratic here... No free channels left for it anyway (los, airlos, radar, jammer) Los and airlos could easily sh...
by Pako
07 Jun 2012, 11:43
Forum: Lua Scripts
Topic: Lua questions
Replies: 8
Views: 1757

Re: Lua questions

1) What does the "gadget:" gadget:MyFunction() do? i removed this part. -kaiser These all are basically the same things: function gadget:GameFrame(n) end function gadget.GameFrame(self, n) end gadget.GameFrame = function(self, n) end gadget['GameFrame'] = function(self, n) end 2) I have a...
by Pako
07 Jun 2012, 11:35
Forum: Feature Requests
Topic: Area Guard
Replies: 24
Views: 5735

Re: Area Guard

Patrol is kind of area guard, this thing described would be more like a group guard. How to do it: -doing an area guard command assigns all the units in that area to a group (only units not belonging to a group already) -all commanded units are assigned to a other group -if a unit belonging to a gua...
by Pako
27 Apr 2012, 22:59
Forum: Engine
Topic: LOS
Replies: 68
Views: 9476

Re: LOS

If you go engine way, several mods have visual los > radar los so it makes no sense to add noise for areas under visual los even if they miss radar. (Switch) It seems to go gadget/widget way -> very easy to change. I did the alpha texture uploading, it is blazing fast and easier than I imagined and...
by Pako
27 Apr 2012, 22:17
Forum: Balanced Annihilation
Topic: Another balance considerations: reloaded
Replies: 15
Views: 3192

Re: Another balance considerations: reloaded

@Pako: Nerfing those 3 unit precisly are MORE strategy cause they all the best click-and-hop-for-the-best unit. Click and hope is actually more strategy and less skill, whether you like it or not. Though those changes are quite fine and won't change strategy almost at all. Changing croc slightly we...
by Pako
27 Apr 2012, 21:55
Forum: Balanced Annihilation
Topic: Rank Limit - Why BA died
Replies: 37
Views: 9417

Re: Rank Limit - Why BA died

Telling noobs what to do is not bad at all. Most internet people can handle it and they will eventually feel like their effort matters. Of course insulting and other ego inflating is bad especially against female players. Still for a noob to stop getting advices can feel like a victory, especially w...
by Pako
27 Apr 2012, 21:37
Forum: Balanced Annihilation
Topic: Another balance considerations: reloaded
Replies: 15
Views: 3192

Re: Another balance considerations: reloaded

What is with the hate against strategy recently? If you don't know what strategy is read this http://en.wikipedia.org/wiki/Strategy_(game_theory) (short article, please read) Some examples for the retards here: -decreasing com metal -> less strategy -decresing effectiveness of nuke -> less strategy ...
by Pako
25 Apr 2012, 17:38
Forum: General Discussion
Topic: A letter from Spring players in China
Replies: 39
Views: 10452

Re: A letter from Spring players in China

more info please... "its broken" is useless critism. -UnitDef customparams is a bad place to save translations(many reasons) -the UnitDef files seem to have random encodings and mostly wrong -chars like "äöå" are replaced with 'ae' or other crap when there is no need for that if...
by Pako
25 Apr 2012, 17:27
Forum: Engine
Topic: LOS
Replies: 68
Views: 9476

Re: LOS

You didn't answer the question. Is it easier to work with multiple 1 bit texture than with the infotexture? It is probably just few lines of code to generate those 1-bit textures.
(note the texture are "all" different sizes)
Different textures:
airLOS
LOS
Radar
Jammer
Sonar
by Pako
25 Apr 2012, 14:56
Forum: General Discussion
Topic: Muting/banning player ingame
Replies: 24
Views: 4385

Re: Muting/banning player ingame

mute widget
by Pako
25 Apr 2012, 14:37
Forum: General Discussion
Topic: Muting/banning player ingame
Replies: 24
Views: 4385

Re: Muting/banning player ingame

I did it for the new widget handler. function hHookFuncs.AddConsoleLine(line, level) for _,f in hCallInLists.AddConsoleLine:iter() do if (f(line, level)) then return true end end return false end Old widgethandler, just add the if return. BTW will work only for Luaui handled console drawing, because...
by Pako
25 Apr 2012, 14:32
Forum: Engine
Topic: LOS
Replies: 68
Views: 9476

Re: LOS

If it has not been fixed yet the infotex generation is horribly bad. It is very slow and unflexible. It could be optimized to near real time but better yet move the generation to GPU. Should be failry easy. Just do every sensor in it's own texture and if the old type texture is still needed generate...
by Pako
25 Apr 2012, 13:57
Forum: Meeting Minutes
Topic: Dev meeting minutes 2012-03-26
Replies: 1
Views: 5364

Re: Dev meeting minutes 2012-03-26

No need to remove Lua lobby yet, it is very efficient and a good interface. Lua really sucks with protocol parsing.
by Pako
25 Apr 2012, 13:45
Forum: General Discussion
Topic: Muting/banning player ingame
Replies: 24
Views: 4385

Re: Muting/banning player ingame

This is best done by fixing the widgethandler and returning false from AddConsoleLine for muted chat. -> No need to edit all the chat widgets.
by Pako
25 Apr 2012, 13:42
Forum: General Discussion
Topic: A letter from Spring players in China
Replies: 39
Views: 10452

Re: A letter from Spring players in China

Most engine developers who have said something related to this are mostly wrong(Tobi, jK, abma etc..) It is relative easy problem and I did it few months ago mostly ready. Lua gettext is just a simple table seek like: return myLanguage[text] or text ZK way of doing things is just horribly broken in ...
by Pako
25 Apr 2012, 13:34
Forum: Lua Scripts
Topic: Lua Lobby / Socket
Replies: 7
Views: 2435

Re: Lua Lobby / Socket

My Lua lobby reinitilizes and connects nearly instantly so there is no much need for saving anything but the battle you were. Though it is heavily helped with C++ partially handling the commands. I handle some commands with Lua too.
by Pako
25 Apr 2012, 13:15
Forum: Balanced Annihilation
Topic: [TERA] Autohosts info
Replies: 39
Views: 8568

Re: [TERA] Autohosts info

OK, this spectator limiting nonsense again. I thought I tried to explain the last time how it is a bad idea but let's try again. Remember about 6 months ago about the same group of people tried it: To this, I added 7 max specs on each host instead of 12. This is enough. I encourage all other autohos...
by Pako
15 Mar 2012, 15:05
Forum: Balanced Annihilation
Topic: unit range issue
Replies: 23
Views: 5775

Re: unit range issue

zK appearently fixes it with this gadget: http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/LuaRules/Gadgets/hacky_87_area_command.lua It is apparently just broken, doesn't fix reclaim reliably and build assisting at all and makes a huge command spam with single orders. Luckily I fix it b...

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