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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: 2592

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: 2592

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: 2589

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: 2276

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: 3560

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: 1146

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: 965

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: 3651

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: 3651

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: 6369

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: 6369

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: 2024

Re: berta range-extender

Obligatory
by zwzsg
26 Nov 2015, 21:13
Forum: XTA
Topic: LAN party on 27.11
Replies: 3
Views: 1375

Re: LAN party on 27.11

o_O Which place? =D
by zwzsg
18 Nov 2015, 21:19
Forum: Lua Scripts
Topic: accessing and modifying widgets within game archive
Replies: 4
Views: 579

Re: accessing and modifying widgets within game archive

The easiest way would be to switch off the widget of the game archive (by default with the F11 menu, but some games implement a custom widget list menu), and then work on a copy, with a slightly different name, unpacked in \LuaUI\Widgets\
by zwzsg
16 Nov 2015, 23:09
Forum: Off Topic Discussion
Topic: Everyone ok?
Replies: 11
Views: 1289

Re: Everyone ok?

They only killed a hundred or so people, we got half a hundred millions more in france!
by zwzsg
04 Nov 2015, 19:37
Forum: General Discussion
Topic: can I get some kind of janitor status?
Replies: 6
Views: 642

Re: can I get some kind of janitor status?

I'm not sure, from my experience, on most forum that require post approval, I've been unable to get approved.

And communities need fresh faces to stay afloat.
by zwzsg
27 Oct 2015, 23:42
Forum: AI
Topic: Help choosing a "game"
Replies: 29
Views: 2587

Re: Help choosing a "game"

Lua AI are part of a game. They are merely gadgets. They have as much control and communication as other gadgets, which means pretty much the most control you'll ever get beside changing the engine source code. C and Java AI are external. You are right to think that distributing them would be troubl...
by zwzsg
25 Oct 2015, 19:31
Forum: Off Topic Discussion
Topic: Commsharing/Archon mode
Replies: 12
Views: 1279

Re: Commsharing/Archon mode

PauloMorfeo wrote:Even more, I seem to remember it existing in oTA (oTA was light-years ahead of its time).
No, there was no commsharing in OTA.
by zwzsg
25 Oct 2015, 19:10
Forum: Game Development
Topic: Are there Campaign-AIs required
Replies: 12
Views: 899

Re: Are there Campaign-AIs required

For Spring missions, I once made an AI whose goal was to rebuild lost units and give them back their order queues. Maybe this doesn't count since usually people think of AI RTS as one that can play just like a human in multiplayer match, starting with a lone commander and from there building sprawnl...
by zwzsg
23 Oct 2015, 21:32
Forum: Game Development
Topic: Game Concept: StarScape
Replies: 7
Views: 1022

Re: Game Concept: StarScape

Blizzard is quite protective of his IP, so I hope your Starcraft inspiration stays very light. I don't really believe in planning such a large, five tiers, three races RTS, and expect to complete it. I believe it'd be more productive to make smaller projects first, and gradually move to bigger ones,...

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