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by trepan
28 Feb 2010, 03:16
Forum: Balanced Annihilation
Topic: Lua Unit Defs vs tdfs
Replies: 69
Views: 4682

Re: Lua Unit Defs vs tdfs

Here's a diff that makes lua2php.cpp work against current the git sources ("master" branch from git://github.com/spring/spring.git). Besides the defs.lua definitions, I've also added output for resources.lua , sidedata.lua , etc... An example output PHP file (compressed), is also attached. I used a ...
by trepan
25 Feb 2010, 03:12
Forum: Balanced Annihilation
Topic: Lua Unit Defs vs tdfs
Replies: 69
Views: 4682

Re: Lua Unit Defs vs tdfs

lua2php.cpp has been sitting in tools/unitsync/test/ for quite
a while now. Assuming someone updates it for "recent" engine
changes, it can be used to generate a valid PHP file with defs.lua
information without having to use an external lua syntax parser.
by trepan
18 Feb 2010, 10:44
Forum: AI
Topic: Instantly remove units
Replies: 18
Views: 1541

Re: Instantly remove units

Spring.RevertHeightMap() can be used to revert
the terrain's height map to its original state.

Spring.KillUnit() can be used to instantly remove units.
by trepan
14 Feb 2010, 23:24
Forum: Lua Scripts
Topic: ATTN: do NOT use GL_LINES and immediate mode
Replies: 36
Views: 4424

Re: ATTN: do NOT use GL_LINES and immediate mode

buy Nvidia...
Is there a specific ATI driver version that provoked this problem?
by trepan
07 Feb 2010, 21:00
Forum: Feature Requests
Topic: Unit ID fix
Replies: 41
Views: 3563

Re: Unit ID fix

I'm not suggesting LOS_CONTRADAR is a fix to unitID proxying.
I'm saying that it's already built into the game, and as such is
not a "cheat" in any way. Proxied IDs would only be changed
after a unit leaves radar.

IIRC, I setup something where you could mask LOS_CONTRADAR
by trepan
07 Feb 2010, 18:45
Forum: Feature Requests
Topic: Unit ID fix
Replies: 41
Views: 3563

Re: Unit ID fix

LOS_CONTRADAR - look into it...

FWIW, unitID proxying should be done, regardless of
whatever sensor enhancements a "blipID" feature brings.
Look back into the #lua lobby logs from a few years ago,
it's not a new topic ;)
by trepan
29 Jan 2010, 16:43
Forum: Zero-K
Topic: WTF, i want to choose my own UI
Replies: 7
Views: 1038

Re: WTF, i want to use my own UI

Find lockFile.FileExists() in LuaUI.cpp, adjust to your tastes,
recompile (modifying LuaUI behaviour should not cause desync
issues).
by trepan
25 Jan 2010, 17:36
Forum: Lua Scripts
Topic: Automagical resources.lua
Replies: 36
Views: 3692

Re: Automagical resources.lua

One more reason that: Lua kicks the TDF's ass!
(think -- WinAMP voice)
by trepan
24 Jan 2010, 01:02
Forum: Art & Modelling
Topic: obj vs 3ds when importing into upspring
Replies: 80
Views: 5418

Re: obj vs 3ds

I suggest that you download the specifications for both
file formats, and read them (at least twice). Maybe then
you'll be less likely to post bullshit (unless you're talking
about the manner that a specific implementation loads
models, in which case that should be specified).
by trepan
12 Jan 2010, 19:42
Forum: Lua Scripts
Topic: Savegame UI / Gadget
Replies: 84
Views: 3941

Re: Savegame UI / Gadget

There's a GetSyncData() call-in defined in LuaHandleSynced.cpp. It's was never finished, but the idea was to allow the synced side of a script to save the data it required to reload from a replay file. You might be able to use something like the lua Pluto library to help generate the state data (but...
by trepan
04 Jan 2010, 04:41
Forum: Feature Requests
Topic: Mex radius changeable modside
Replies: 15
Views: 1102

Re: Mex radius changeable modside

Spring.SetUnitMetalExtraction()?
by trepan
26 Dec 2009, 17:59
Forum: XTA
Topic: Spotting Decoys and Morphs
Replies: 9
Views: 914

Re: Spotting Decoys and Morphs

Is the decoyFor unitDef tag being used properly?
by trepan
03 Oct 2009, 19:06
Forum: Lua Scripts
Topic: Easy state toggling
Replies: 7
Views: 761

Re: Easy state toggling

from uikeys.txt: "KeySet Format" section : If you want to use a key that is unknown to Spring, then you may use the hexadecimal notation. /keysyms : prints the known keysyms to standard out /keycodes : prints the known keycodes to standard out /keydebug : prints debugging information to standard out...
by trepan
17 Sep 2009, 02:59
Forum: Lua Scripts
Topic: P.O.P.S.- Demo 3.1 available!
Replies: 164
Views: 7776

Re: Prototype: P.O.P.S. (and a fun goof)

radical alteration to the gameplan

Take another look at the volcano code
(hint: segment the vertex texture into
manageable chunks for particle effects).
by trepan
14 Aug 2009, 18:54
Forum: XTA
Topic: Commanders and Decoy Commanders
Replies: 9
Views: 1154

Re: Commanders and Decoy Commanders

decoyFor unitDef tag
by trepan
06 Aug 2009, 23:08
Forum: Feature Requests
Topic: Ingame commands to disable fog, markers, etc.
Replies: 25
Views: 821

Re: Ingame commands to disable fog, markers, etc.

cmds.txt
http://github.com/spring/spring/blob/75 ... n/cmds.txt
you might want to wikify it if it hasn't already been done.
P.S. looks like it hasn't been kept up to date.
by trepan
11 Jul 2009, 07:20
Forum: Engine
Topic: SM3
Replies: 211
Views: 19936

Re: SM3

http://en.wikipedia.org/wiki/Parallax_mapping and he obviously has no clue how to use it, or why it's fundamentally different than normalmaps Are you talking silly shit again, Argh? It's just a minor adjustment to the texcoords based on incident angle and a texture sampled height at the original tex...
by trepan
13 Jun 2009, 23:39
Forum: Feature Requests
Topic: Model texture assignment (s3o only)
Replies: 19
Views: 765

Re: Model texture assignment (s3o only)

1. You can use lua "class" OO techniques to generate a large
number of similar unitDefs easily. The gamedata/system.lua
file even contains reftable() to show you the way...

2. Per-unit damage textures can already be accomplished using
the lua based LOD rendering setup, iirc.
by trepan
31 May 2009, 08:35
Forum: Feature Requests
Topic: Moving the default Consol
Replies: 1
Views: 218

Re: Moving the default Consol

InfoConsoleGeometry default = 0.26 0.96 0.41 0.205
(xpos, ypos, width, height)

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