Search found 178 matches
- 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.
- 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...
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...
- 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...
- 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...
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...
- 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...
- 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...
- 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 ...
- 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...
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
(note the texture are "all" different sizes)
Different textures:
airLOS
LOS
Radar
Jammer
Sonar
- 25 Apr 2012, 14:56
- Forum: General Discussion
- Topic: Muting/banning player ingame
- Replies: 24
- Views: 4385
Re: Muting/banning player ingame
mute widget
- 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...
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...
- 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.
- 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.
- 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 ...
- 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.
- 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...
- 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...