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by zwzsg
14 Jun 2016, 19:47
Forum: General Discussion
Topic: firestandorders, mobilestandorders, standingfireorder, standingmoveorder Not Documented?
Replies: 7
Views: 1053

Re: firestandorders, mobilestandorders, standingfireorder, standingmoveorder Not Documented?

Aren't they the Hold Fire / Return Fire / Fire at will and Stand Still / Maneuver / Roam tristate buttons?

But yeah, not sure it was ever implemented.
by zwzsg
14 Jun 2016, 19:44
Forum: Game Development
Topic: A remake for KKND?
Replies: 11
Views: 3409

Re: A remake for KKND?

Between remaking as a Spring mod, and reprogramming everything from scratch, maybe there could have been a middle ground. I know there's several 2D RTS engine open source remake, though only OpenRA comes to mind. KKnD is much closer to C&C than it is to Total Annihilation and Spring, so porting to a...
by zwzsg
07 Jun 2016, 20:28
Forum: Game Development
Topic: Implementing Crowd Simulation
Replies: 17
Views: 3895

Re: Implementing Crowd Simulation

What I understand from my lecturer is that I need to define the movement of group of units so that they don't collide at each other, can avoid obstacles, and can move smoothly.p So something like that? https://www.youtube.com/user/Kleaut Yeah, I'd be interested to know how to replicate that in Spri...
by zwzsg
28 May 2016, 01:50
Forum: Kernel Panic
Topic: Kernel Panic upgrade to Spring 100.0
Replies: 4
Views: 2995

Re: Kernel Panic upgrade to Spring 100.0

Oh it's you, Mitmat ! Yes, I stopped developping Kernel Panic about 3 years ago, because it had become tedious to spend several nights every Spring release to fix new bugs, and not even manage to catch up. Here's my temp dev version, where I fixed some but not all things that went broken with Spring...
by zwzsg
05 May 2016, 16:50
Forum: Tech Annihilation
Topic: Ironic mod hijacking
Replies: 26
Views: 7191

Re: Ironic mod hijacking

I'd rather consider this as social issue, requiring social solution, than a technical one.
by zwzsg
13 Apr 2016, 23:05
Forum: Help & Bugs
Topic: Help adding exclusion list to game_controlVictory.lua
Replies: 6
Views: 1134

Re: Help adding exclusion list to game_controlVictory.lua

Forboding Angel wrote:which could be done by simply checking for canfly, but with a list of units, that is in the end a lot more robust and futureproof
I'd say checking for canfly is the more robust and futureproof way, compared to listing unitdefs! :wink:
by zwzsg
08 Apr 2016, 23:15
Forum: Game Development
Topic: A remake for KKND?
Replies: 11
Views: 3409

Re: A remake for KKND?

I forgot the exact mechanics, but KKnD was a fairly standard RTS, so you wouldn't need that much code. Maybe one gadget for the resource gathering, which hopefully could be copied from another Spring project. But can you model, skin and texture?
by zwzsg
03 Mar 2016, 01:37
Forum: General Discussion
Topic: Those of you who don't use Lobbies, How do you Launch Spring?
Replies: 17
Views: 2931

Re: Those of you who don't use Lobbies, How do you Launch Spring?

Would you mind sharing? It's mostly in KP . The Lua is inside the mod archive: /LuaUI/Widgets/kp_spring_direct_launch.lua /LuaRules/Gadgets/libs/FillModSpecific.lua /LuaRules/Gadgets/libs/ColorConversion.lua /LuaRules/Gadgets/libs/GenerateGame.lua /LuaRules/Gadgets/libs/WriteScript.lua The C is in ...
by zwzsg
02 Mar 2016, 21:38
Forum: General Discussion
Topic: Those of you who don't use Lobbies, How do you Launch Spring?
Replies: 17
Views: 2931

Re: Those of you who don't use Lobbies, How do you Launch Spring?

I have written C code and Lua code to generate script.txt, but they were for single player.
by zwzsg
14 Feb 2016, 00:43
Forum: Game Development
Topic: custom shaders versus inbuilt shaders
Replies: 18
Views: 2917

Re: custom shaders versus inbuilt shaders

My point was more that I see Spring as mean to enable people who can't or don't want to write their own engine to still be able to make their RTS game. If you let the simple interfaces die and require modders/game makers to write shader code, then it loses its appeal.
by zwzsg
10 Feb 2016, 19:43
Forum: Engine
Topic: New gl.UnitShape is less useful
Replies: 13
Views: 2552

Re: New gl.UnitShape is less useful

Shader may be much more powerful, but also much less friendly, than Spring's Lua OpenGL Api.
by zwzsg
10 Feb 2016, 02:18
Forum: Off Topic Discussion
Topic: Istrolid is now released on Steam
Replies: 18
Views: 4035

Re: Istrolid

Your website crashed my Firefox thrice in a couple minute. :-( You hurt my eye by misspelling Challenge! I thought I could control my little ship, but then it appears the gameplay is more akin to Gratuitous Space Battle? I found the right click. It's a regular RTS, about securing resources and build...
by zwzsg
27 Jan 2016, 01:58
Forum: General Discussion
Topic: Real time mesh-map updates?
Replies: 5
Views: 1279

Re: Real time mesh-map updates?

You can use the Spring Lua API to change the heightmap and to execute OpenGL calls, so I guess you sorta could. But then I'm not sure I understood your question. Also, are you aware that the relief of Spring maps is done via a heightmap, not via meshes?
by zwzsg
22 Jan 2016, 20:21
Forum: Help & Bugs
Topic: Gadget to override box spawning?
Replies: 9
Views: 1081

Re: Gadget to override box spawning?

I wish autohosts would support being configured to use fixed and random start pos, and lobby to use a default StartPosType set in an EngineOptions.lua, instead of every level ignoring what the other levels want and force override their own immutable value.
by zwzsg
21 Jan 2016, 01:02
Forum: AI
Topic: AI spectate or watch replays?
Replies: 14
Views: 5743

Re: AI spectate or watch replays?

It's 2. Only the orders player give are transmitted online and stored in replays.

So, no you cannot parse a replay to extract the data you want.
by zwzsg
20 Jan 2016, 22:49
Forum: AI
Topic: AI spectate or watch replays?
Replies: 14
Views: 5743

Re: AI spectate or watch replays?

I don't think you can add a gadget to a mod and still play an existing replay that was recorded without. As you said, the gadget is part of the game simulation, they count as things that potentially affect the syncedness, and there's a checksum to prevent mods with modified gadgets to play replays r...
by zwzsg
08 Jan 2016, 01:14
Forum: Map Creation
Topic: What makes a good *a map?
Replies: 48
Views: 8207

Re: What makes a good *a map?

Their acronyms end, respectively, in S, K, W, and P, so no, they are not among the *a.
by zwzsg
07 Jan 2016, 00:56
Forum: Map Creation
Topic: What makes a good *a map?
Replies: 48
Views: 8207

Re: What makes a good *a map?

PauloMorfeo wrote:I couldn't figure out from the entire thread what is a "*a map"
*a is an umbrella term for all the Spring mods/games whose acronyms ends in A. Such as AA, BA, CA, XTA, SA, NOTA, TiA, TechA, ....
by zwzsg
15 Dec 2015, 01:29
Forum: Balanced Annihilation
Topic: berta range-extender
Replies: 15
Views: 2382

Re: berta range-extender

Obligatory
by zwzsg
26 Nov 2015, 21:13
Forum: XTA
Topic: LAN party on 27.11
Replies: 3
Views: 2612

Re: LAN party on 27.11

o_O Which place? =D

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