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by trepan
13 Nov 2010, 20:19
Forum: Balanced Annihilation
Topic: Bug report: gadget handler skips frames
Replies: 8
Views: 1232

Re: Bug report: gadget handler skips frames

the BZFlag lua event handling code doesn't have to do named function lookups Instead of doing a widget["func_name"] lookup for each function call, the functions are registered into the ordered event lists. simplified iteration example: local node = eventlist.start while (node) do node.func(...) nod...
by trepan
13 Nov 2010, 20:03
Forum: Balanced Annihilation
Topic: Bug report: gadget handler skips frames
Replies: 8
Views: 1232

Re: Bug report: gadget handler skips frames

The problem has been known for a while. It's not only a problem with the lua event handling, it's also present in the C++ EventHandler. For BZFlag, I rewrote both the C++ and lua event handling to use lists instead of arrays. List iterators are unaffected by insertions and deletions of other iterato...
by trepan
12 Sep 2010, 02:25
Forum: Engine
Topic: documentation on modrules.lua?
Replies: 19
Views: 1822

Re: documentation on modrules.lua?

See the transportByEnemy unitDef tag.
by trepan
30 Aug 2010, 21:19
Forum: Lua Scripts
Topic: Spawn gadjet help neaded(fixed)
Replies: 7
Views: 860

Re: Spawn gadjet help neaded(fixed)

local arg = { ... } -- do not trust #arg if nils are present
local a2, a3, a4 = select(2, ...)
local argCount = select('#', ...)

http://www.lua.org/manual/5.1/manual.html#2.5.9
http://www.lua.org/manual/5.1/manual.html#pdf-select
by trepan
22 Jul 2010, 08:28
Forum: Art & Modelling
Topic: ZK Logo
Replies: 189
Views: 10984

Re: ZK Logo

0k = 100% pyrite?
by trepan
03 Jul 2010, 07:16
Forum: Art & Modelling
Topic: Tree[d]
Replies: 8
Views: 870

Re: Tree[d]

"an old test gadget"

Treat it as an example, not final product.

Ideally, you supply different display lists for different LODs.
by trepan
03 Jul 2010, 06:26
Forum: Art & Modelling
Topic: Tree[d]
Replies: 8
Views: 870

Re: Tree[d]

Here's an old test gadget that I used while developing the lua based LOD feature. Instead of using different meshes for LODs, it removes parts of the unit the further away you get (IIRC). P.S. I have no idea as to the state that I left it in, or if it will work at all with the engine changes that ha...
by trepan
04 Jun 2010, 13:24
Forum: Off Topic Discussion
Topic: Infinity: Quest for Earth
Replies: 24
Views: 1871

Re: Infinity: Quest for Earth

When last I played with SpringRTS' Lua, it could manage the video, audio, user inputs, and send custom network messages. From those features, you should be able to write any game that you want. I'm not saying that it's ideal for an FPS style game (lock-step protocol isn't all that great for responsi...
by trepan
03 Jun 2010, 23:53
Forum: Lua Scripts
Topic: [Request] Widget that can display a texture when unit select
Replies: 24
Views: 1898

Re: [Request] Widget that can display a texture when unit select

If you want it to conform to the ground height
variations, you might want to use DrawGroundQuad()
(or use $heightmap, or whatever gets you the same
results.) You can use GL's texture generation facilities
to avoid computing the texture coords yourself (or do
the same with a shader).
by trepan
15 May 2010, 18:55
Forum: Map Creation
Topic: changing tides
Replies: 16
Views: 1689

Re: changing tides

Something that I didn't mention in the initial post is that you can mitigate the slope changes between segments by running a smoothing pass along the segment seams after it has been adjusted. The width of the smoothing segment would be determined by the slope adjustment that you can tolerate, and th...
by trepan
15 May 2010, 18:33
Forum: Map Creation
Topic: changing tides
Replies: 16
Views: 1689

Re: changing tides

As I mentioned in the initial post that demo'ed the Lua heightmap alteration routines, you can spread out the processing by adjusting the map in segments. As an example, you could split the map into 8x8 segments, and process one segment every X number of game frames. Tides don't move that quickly (e...
by trepan
23 Apr 2010, 20:13
Forum: Feature Requests
Topic: GlobalLOS w/o seeing cloaked units
Replies: 7
Views: 659

Re: GlobalLOS w/o seeing cloaked units

Spring.SetUnitLosMask() and
Spring.SetUnitLosState()
can be used to setup "selective" global LOS.
by trepan
22 Apr 2010, 15:11
Forum: Feature Requests
Topic: lua loadscreen def
Replies: 9
Views: 640

Re: lua loadscreen def

zwzsg makes with the fun.
zwzsg doesn't know how easy it actually is to setup the script.
from ignorance comes the hahas.
by trepan
16 Apr 2010, 08:41
Forum: Help & Bugs
Topic: AZERTY keyboard and uikeys.txt
Replies: 10
Views: 1959

Re: AZERTY keyboard and uikeys.txt

The 'keysym' uikeys.txt keyword can be used to
make the file more readable if you're using a lot
of hexadecimal keycodes.
by trepan
11 Apr 2010, 20:51
Forum: General Discussion
Topic: OMG STOP OVERUSING LUA
Replies: 79
Views: 6494

Re: OMG STOP OVERUSING LUA

From an external app's perspective (ex: modinfo), that
still wouldn't matter as long as the unitsync interface is
being used to gather the information (ex: lua2php).
by trepan
10 Apr 2010, 01:53
Forum: General Discussion
Topic: OMG STOP OVERUSING LUA
Replies: 79
Views: 6494

Re: OMG STOP OVERUSING LUA

I'd argue that OpenGL is "up" agnostic, it doesn't really care what the Xs, Ys, and Zs refer to. Note that it could be argued that OpenGL's default "up" coordinate is Z, if you consider looking down at the terrain as default view point (OpenGL's Z defaults to the axis that is normal to the screen, i...
by trepan
28 Feb 2010, 17:56
Forum: Balanced Annihilation
Topic: Lua Unit Defs vs tdfs
Replies: 69
Views: 4682

Re: Lua Unit Defs vs tdfs

TradeMark: i cant open .diff files, can you send the whole file link to me? if you cant, then forget about it The .diff file that I attached is a text file. I would think that someone with your obvious level of competence would be able to open a text file. What might be eluding you is the manner in ...
by trepan
28 Feb 2010, 13:26
Forum: Balanced Annihilation
Topic: Lua Unit Defs vs tdfs
Replies: 69
Views: 4682

Re: Lua Unit Defs vs tdfs

On a tangent, something that is missing from the modinfo
feature set is the ability to see what effects ModOptions.lua
has on the various definitions. It could get a little messy,
but I thought I'd throw it out there ;)
by trepan
28 Feb 2010, 13:22
Forum: Balanced Annihilation
Topic: Lua Unit Defs vs tdfs
Replies: 69
Views: 4682

Re: Lua Unit Defs vs tdfs

What is it that you are trying to say?
by trepan
28 Feb 2010, 13:16
Forum: Balanced Annihilation
Topic: Lua Unit Defs vs tdfs
Replies: 69
Views: 4682

Re: Lua Unit Defs vs tdfs

Actually, it's you who doesn't seem to get it. The output
from that program is in "static" form, it does not use any
PHP scripting features other than to define the arrays.
Maybe you'd better understand the concept if I took 2
minutes to convert it to output XML, TDF, or "static" lua;
but I doubt it.

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