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by trepan
31 May 2009, 08:31
Forum: Lua Scripts
Topic: Pacman!
Replies: 42
Views: 3230

Re: Pacman!

by trepan
22 May 2009, 23:46
Forum: Feature Requests
Topic: Lua Typemap Control
Replies: 23
Views: 2428

Re: Lua Typemap Control

IIRC, the terrainTypes can be modified using MapOptions.
by trepan
22 May 2009, 01:37
Forum: Kernel Panic
Topic: Color Wars
Replies: 24
Views: 2959

Re: Color Wars

Could you instead calculate and draw (viewport and
radar), the team colored blocks using a lua array?
by trepan
22 Apr 2009, 20:15
Forum: Feature Requests
Topic: Maximized minimap should conserve proportions
Replies: 3
Views: 410

Re: Maximized minimap should conserve proportions

/minimap maxspect -- iirc Also ... read the tooltips std::string CMiniMap::GetTooltip(int x, int y) { if (minimized) { return "Unminimize map"; } if (buttonBox.Inside(x, y)) { if (resizeBox.Inside(x, y)) { return "Resize map\n(SHIFT to maintain aspect ratio)"; } if (moveBox.Inside(x, y)) { return "M...
by trepan
16 Apr 2009, 19:04
Forum: Engine
Topic: RE: Lua animation (cob replacement)
Replies: 37
Views: 1983

Re: RE: Lua animation (cob replacement)

Here's what I did: 1. Split the synced/unsynced script spaces into separate global lua states. 2. Improved call-ins speeds using LUA_CALLINSINDEX / LuaCallInDB 3. Added LuaLink for flexible inter-script access 4. Added LuaDelayQueues, which provides the following call-outs: // call a function, or re...
by trepan
09 Apr 2009, 23:24
Forum: Engine
Topic: RE: Lua animation (cob replacement)
Replies: 37
Views: 1983

Re: RE: Lua animation (cob replacement)

FWIW, the approach that I took was a safe one. Created a UnitScript
interface class, with a 'float' based API. Then sub-classed it into
CobUnitScript and LuaUnitScript. CobUnitScript did the ugly integer/
float conversions required for COB scripts.
by trepan
09 Apr 2009, 21:15
Forum: Engine
Topic: RE: Lua animation (cob replacement)
Replies: 37
Views: 1983

Re: RE: Lua animation (cob replacement)

not likely
by trepan
09 Apr 2009, 19:55
Forum: Engine
Topic: RE: Lua animation (cob replacement)
Replies: 37
Views: 1983

Re: RE: Lua animation (cob replacement)

I had it coded to the point where lua could be used to replace all COB functionality (and with per-unit scripting as an option). It's been a while since I wrote the code, and so there are a lot of conflicts against the current git repository. The patch results can be found here: http://trepan.bzflag...
by trepan
07 Apr 2009, 21:31
Forum: Lua Scripts
Topic: Console ++
Replies: 27
Views: 1500

Re: Console ++

If you want speed, render with a texture buffer; then the console becomes nothing more than a single textured quad to draw. You can keep the texture buffer updated using FBOs, or use a couple of textures with some copy/clear action if FBOs are not available. For scrolling, you can use texture coordi...
by trepan
04 Apr 2009, 02:56
Forum: Lua Scripts
Topic: [Request/Idea]Auto-cloak fusions
Replies: 14
Views: 1170

Re: [Request/Idea]Auto-cloak fusions

computerquip wrote:Also, Lua isn't in C++ or even similar to C or C++ for that matter. Lua is syntactically similar to Javascript with BEGIN and END for function brackets.
He got the lua part wrong, BEGIN is not a lua keyword ;-)

http://www.lua.org/manual/5.1/manual.html#8
by trepan
25 Mar 2009, 00:04
Forum: Art & Modelling
Topic: Perfect Texture Format (DDS vs TGA vs PNG)
Replies: 53
Views: 10047

Re: Perfect Texture Format (DDS vs TGA vs PNG)

jK: mipmaps are generated for almost all loaded textures :)
by trepan
21 Mar 2009, 06:37
Forum: Lua Scripts
Topic: Lua script idea. i would create it but i am too nub :O
Replies: 3
Views: 576

Re: Lua script idea. i would create it but i am too nub :O

Also (although they're probably broken by now):
viewtopic.php?p=140784#p140784
by trepan
18 Mar 2009, 02:43
Forum: Feature Requests
Topic: Batch-Compiler for COB
Replies: 10
Views: 938

Re: Batch-Compiler for COB

by trepan
15 Mar 2009, 10:34
Forum: Feature Requests
Topic: Pre-game/load LUA
Replies: 3
Views: 348

Re: Pre-game/load LUA

It's been brought up before...
viewtopic.php?p=329662#p329662
by trepan
14 Mar 2009, 00:24
Forum: Feature Requests
Topic: SCREAM: default map options to every map
Replies: 27
Views: 1658

Re: SCREAM: default map options to every map

I added the capability to set SMD/SM3/LUA map parameters using MapOptions.lua quite some time ago. There's even the beginnings of the "default options" scripts in maphelper.sdz. I don't remember how far I got with it, but you might want to take a look at maphelper/mapinfo.lua, and how it uses the "d...
by trepan
01 Mar 2009, 17:18
Forum: Lua Scripts
Topic: camState
Replies: 7
Views: 711

Re: camState

you're lucky they have names at all, it used to be that the returned table was of the form: { [1] = number, [2] = number, [3] = number, etc... } -- ;-) You can look at the spring/rts/Game/Camera/*.cpp files (in the GetState() functions) to get a better idea of what the names are. p[xyz]: position d[...
by trepan
23 Feb 2009, 03:30
Forum: Off Topic Discussion
Topic: U WERE BORN!
Replies: 3
Views: 346

Re: U WERE BORN!

moved to "Off topic" from "General discussion"
by trepan
19 Feb 2009, 23:32
Forum: Lua Scripts
Topic: In game statistic [kills - losses] like TA
Replies: 19
Views: 1737

Re: In game statistic [kills - losses] like TA

Code: Select all

int LuaSyncedRead::GetTeamStatsHistory(lua_State* L)
...
  if (!IsAlliedTeam(teamID) && !game->gameOver) {
    return 0;
  }
...
by trepan
19 Feb 2009, 23:12
Forum: Lua Scripts
Topic: Can LUPS truely replace CEGs?
Replies: 7
Views: 862

Re: Can LUPS truely replace CEGs?

Even without the VBO interface, you could do a lot (and faster
than CEGs), by using vertex textures (as demo'ed by the volcano
widget). The downside is that the technique only works on newer
video cards (so an alternative would have to be provided anyways)
by trepan
18 Feb 2009, 02:02
Forum: Lua Scripts
Topic: Basic Unit Shields
Replies: 17
Views: 1353

Re: Basic Unit Shields

A ShieldCollision() call-in is easy to implement, it's been done before :)
(also note that the synced version can force the collision to be ignored)

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