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by NeonStorm
24 Nov 2013, 20:14
Forum: Help & Bugs
Topic: spring 95 + BA 7.84 and video memory
Replies: 24
Views: 1478

Re: spring 95 + BA 7.84 and video memory

Is it possible to write some code stuff which checks what is allocating all the memory? something like /debug memory/cpu usage? It should upload stats like widget x has %x total mem/cpu usage - compared to/against a set of other widgets - after start, /give all, etc, collecting (player-names[min..ma...
by NeonStorm
24 Nov 2013, 17:14
Forum: Game Development
Topic: Why is script.Killed run after UnitDestroyed?
Replies: 15
Views: 1533

Re: Why is script.Killed run after UnitDestroyed?

Maybe it depends if the unit script has to be aware of some gadgets.
(e.g: ZK has not only stunned, but slowed/disabled, etc)

Maybe original implemention thoughts were: Gadgets _enhance_ a unit, so enhancements are modular, extern and need to shut down first.
script . . . . killed()
by NeonStorm
23 Nov 2013, 18:52
Forum: Lua Scripts
Topic: Population Cap Gadget
Replies: 26
Views: 2172

Re: Population Cap Gadget

Smart peoples automatically generate the supply cap.

It can already be annoying to set all wreckages manually to 100% hp, 50%m, etc. for 50+ units.
(Or energy=metal, time=metal, for build costs)

Each unit could cost 5+ metal/100 if you prefer bigger units (1* 1200m <-> 2* 100m).
by NeonStorm
23 Nov 2013, 18:39
Forum: Lobby Clients & Server
Topic: Help users find infolog.txt
Replies: 1
Views: 339

Re: Help users find infolog.txt

+1

lobby: /link
Move all files to ~./spring and make a link from ~/config/spring-> ~/.spring/ :)
by NeonStorm
16 Nov 2013, 14:14
Forum: General Discussion
Topic: Less laggy mod
Replies: 7
Views: 547

Re: Less laggy mod

I mean : less unit interaction, less things to check.

Targeting, collisions, los, etc.
In synced.
by NeonStorm
16 Nov 2013, 10:45
Forum: General Discussion
Topic: Less laggy mod
Replies: 7
Views: 547

Less laggy mod

Split the map to 2k² or 4k² elmos tiles. Units are only visible to or directly attackable by other players if they have at least 1 unit in any neighboring tile (_could be a spy_). Collision and targeting checks are only made if projectiles are below certain terrain height (below air altitude) and un...
by NeonStorm
13 Nov 2013, 15:21
Forum: General Discussion
Topic: Suggestion for games
Replies: 11
Views: 1316

Re: Suggestion for games

If you are ready to do something for it, you could just take BA and remove T1+T3 or T2+T3 or 1 of arm/core.

If you remove T1, you also need to:
* let the com build cheaper T2 factories.
* give the com more income (3-5x) and build power.
by NeonStorm
13 Nov 2013, 14:56
Forum: Help & Bugs
Topic: spring 95 has no MT anymore
Replies: 11
Views: 1281

Re: spring 95 has no MT anymore

What does the "EnableUnsafeAndBrokenMT" option do?
by NeonStorm
08 Nov 2013, 23:33
Forum: Infrastructure Development
Topic: disallow renames in lobby for normal users?
Replies: 97
Views: 8638

Re: disallow renames in lobby for normal users?

Maybe FFA just needs a anonymity mod option; all player names are anonymised at game start and all colours hustled.
+1

We could just add a secondary-nick-name field to user data (which you can rename 10000 times if you like to).
And servers could choose which option they want.
by NeonStorm
04 Nov 2013, 17:39
Forum: Infrastructure Development
Topic: disallow renames in lobby for normal users?
Replies: 97
Views: 8638

Re: disallow renames in lobby for normal users?

I like what you wrote Albador
by NeonStorm
14 Sep 2013, 03:49
Forum: General Discussion
Topic: Spring Modules?
Replies: 52
Views: 2234

Re: Spring Modules?

The hardest thing is balance.
Unless you want a kernel-panic remake.

Unit models and textures could be packaged, because they are very big and rarely changed
But scripts and unit definitions can't get packaged - they are too different.
by NeonStorm
14 Sep 2013, 03:40
Forum: Balanced Annihilation
Topic: How do you increase the distance between buildings?
Replies: 12
Views: 768

Re: How do you increase the distance between buildings?

I don't like zxcv for change buildings.

I have <yxcv on my keyboard :)
by NeonStorm
11 Sep 2013, 20:25
Forum: Balanced Annihilation
Topic: Balance T1 Destroyers
Replies: 10
Views: 1245

Balance T1 Destroyers

http://zero-k.info/Maps/DetailName?name ... 20War%20v2

Play this map.

Destroyer spam only.
It is boring, just because of one unit.

Why is T1 Destroyer stronger vs subs than T2 Cruiser (at least arm)?
by NeonStorm
31 Aug 2013, 19:47
Forum: Feature Requests
Topic: Spring Hosts - Start boxes (for FFA) - Improvement Request
Replies: 2
Views: 752

Re: Spring Hosts - Start boxes (for FFA) - Improvement Reque

It is working? NOTE: While reading this thread, please don't forget that this thread is about improving the user-friendlyness for setting up boxes! But it still also takes long to setup. Imagine Icy-Sea-V2 with 8 possible start spots: You need to: !split h/v 20 !addbox ... 3..n+2 (for ffa) !saveboxe...
by NeonStorm
30 Aug 2013, 02:23
Forum: Feature Requests
Topic: water as a secondary terrain
Replies: 57
Views: 4487

I don't know if this is possible by already written lua or in the new engine...

But if it works, warp fields as a second smooth mesh for space units would also work, right?

Or Gravity-clouds which makes your planes faster over your own terrain.

I am interested what happens/happened about this.
by NeonStorm
30 Aug 2013, 01:53
Forum: Game Development
Topic: Maximum Annihilation?
Replies: 46
Views: 4107

Re: Maximum Annihilation?

Tech annihilation already has an advanced tidal which could maybe fit into this mod.

I don't know how well because I don't see any screenshots of max anni.
by NeonStorm
29 Aug 2013, 18:18
Forum: Feature Requests
Topic: Boxed map rendering
Replies: 11
Views: 1378

Re: Boxed map rendering

+1 for the image in first post.

should be less CPU heavy than current zk widgets.


I would like backgrounds like on AstroTurf_v1 too.
by NeonStorm
29 Aug 2013, 18:07
Forum: Feature Requests
Topic: Spring Hosts - Start boxes (for FFA) - Improvement Request
Replies: 2
Views: 752

Spring Hosts - Start boxes (for FFA) - Improvement Request

!saveboxes only saves box 1-16. Boxes 1 and 2 are used for teams, 1-3 for 3 teams FFA, 1-4 for 4 teams FFa... I want to define where players start in 2, 3, 4 teams independently. Additionally we should be able to use: * !saveboxes [box#1] [box#2] * !saveboxes [box#1] [box#2] [box#3] * !saveboxes [bo...
by NeonStorm
26 Aug 2013, 02:01
Forum: Game Development
Topic: Assault units which aren't rezable (no wreck)
Replies: 16
Views: 808

Re: Assault units which aren't rezable (no wreck)

You think I should create 3 topics discussing the same - for BA, ZK, TA, ...?

Thinking more about it, BA and TA would probably do fine if they just replace 1 metal with 60-100 energy in the costs.

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