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by sprunk
06 Jun 2018, 14:51
Forum: Feature Requests
Topic: Bots and teamIDs
Replies: 12
Views: 3746

Re: Bots and teamIDs

Bots are handled quite differently in the engine so it makes sense that the Lua interface reflects this. It might take a lot of effort to modify the engine and such change could break backward compatibility. It's probably easier to poison your callouts: local AIs = {} do local teamList = Spring.GetT...
by sprunk
28 May 2018, 11:22
Forum: Game Development
Topic: Is it possible to have linear edgeeffectiveness?
Replies: 9
Views: 2142

Re: Is it possible to have linear edgeeffectiveness?

Here's a gadget that should make damage fall off linearly to the value specified in the weapondef. function gadget:UnitPreDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID) if weaponID <= 0 then return damage -- environmental damage, no weapondef entry end local weaponDef = WeaponD...
by sprunk
03 May 2018, 09:02
Forum: Feature Requests
Topic: Can we please have an engine that reads modoptions.lua?
Replies: 7
Views: 4015

Re: Can we please have an engine that reads modoptions.lua?

Poison your `GetModOptions` calls at your lua entry points. Here's an example for filling in missing defaults, stuff like checking correctness is left as an exercise to the reader. local modOptions = Spring.GetModOptions() do local fileMO = VFS.Include("ModOptions.lua", VFS.MOD) for i = 1, #fileMO d...
by sprunk
13 Apr 2018, 15:27
Forum: Community Blog
Topic: [game][Evolution RTS] New Resource Bar?
Replies: 10
Views: 3827

Re: [game][Evolution RTS] New Resource Bar?

why hasn't anyone thought to do this before? SupCom 1 did, as did CA. See http://draginol.stardock.net/images2015/Revisiting-Supreme-Commander_7F36/image_3.png and http://i131.photobucket.com/albums/p315/Saktoth/zkt1.png The net value is colour coded and it is much larger and prominent compared to ...
by sprunk
11 Apr 2018, 23:08
Forum: Community Blog
Topic: [game][Evolution RTS] New Resource Bar?
Replies: 10
Views: 3827

Re: [game][Evolution RTS] New Resource Bar?

That you asked for that is a testament to how well the new one does it's job without alienating users who are used to the TA/*A way of displaying resource bars.
I think it's rather a testament to how it's actually the same as the old one except without income/pull.
by sprunk
11 Apr 2018, 22:21
Forum: Help & Bugs
Topic: Why are ping times so high?
Replies: 11
Views: 1532

Re: Why are ping times so high?

So what kind of math could we do vs Spring.GetPlayerInfo pingtime in order to get the actual latency to the host? As said earlier: The value of 'n' is not constant but the result of many dynamically adjusted factors and can not* be controlled by users. Means you cannot learn the actual latency from...
by sprunk
28 Mar 2018, 11:13
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 8344

Re: Faking steep cliffs

You'd need to handle terrain deformation for those areas, somehow.
by sprunk
06 Feb 2018, 17:17
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 11
Views: 4659

Re: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"

It changes how often the weapon calls script AimWeapon (the maximum value). The default value is 15 frames (0.5s).
by sprunk
21 Jan 2018, 08:36
Forum: Balanced Annihilation
Topic: MO_PreventCombomb possible rework
Replies: 32
Views: 3595

Re: MO_PreventCombomb possible rework

there is currently no way to declare that "everyone lost"
Return Gaia? Fails for PvE mods but BA isn't one.
by sprunk
03 Jan 2018, 19:22
Forum: Game Development
Topic: what are the hard limitations of this engine?
Replies: 15
Views: 3715

Re: what are the hard limitations of this engine?

Map incline is indeed limited to 90' but if you just want bridges/overhangs for visuals they can be faked.
by sprunk
03 Jan 2018, 19:13
Forum: Lua Scripts
Topic: How to set a building-unit into placement mode
Replies: 5
Views: 1600

Re: How to set a building-unit into placement mode

SetCommandActive I assume you're talking about SetActiveCommand. How are you using it? This shouldn't work: Spring.SetActiveCommand(-UnitDefNames.peewee.id) Try this instead: local cmdIndex = Spring.GetCmdDescIndex(-UnitDefNames.peewee.id) Spring.SetActiveCommand(cmdIndex) Or: Spring.SetActiveComma...
by sprunk
29 Nov 2017, 14:36
Forum: Art & Modelling
Topic: Random WIP 2017
Replies: 69
Views: 20777

Re: Random WIP 2017

The mech looks cool, is there a texture?
by sprunk
22 Nov 2017, 18:34
Forum: Engine
Topic: Removing SM3 support
Replies: 11
Views: 1675

Re: Removing SM3 support

I support removal.
by sprunk
27 Oct 2017, 11:41
Forum: Balanced Annihilation
Topic: BA sea balance
Replies: 27
Views: 4441

Re: BA sea balance

a map design feature, alowing the creator of the map to decide whether they want land-based or water-based mexes Do you mean underwater- and surface-? In this case you still need a modside default for existing sea maps. Back when CA had the first sea revamp the changes were roughly: * regular mexes...
by sprunk
20 Oct 2017, 12:16
Forum: Engine
Topic: Maintenance branch
Replies: 20
Views: 4532

Re: Maintenance branch

I suggested to let games(zk) handle this: https://github.com/ZeroK-RTS/Zero-K/issues/2535 I think this is better since the GL changes will be tested If you let ZK handle it then ZK just stays at 104.0 for a while and the GL changes will not be tested. Note that with maintenance branch they do not g...
by sprunk
06 Oct 2017, 15:15
Forum: Linux
Topic: Packaging 104 for Debian: shared libraries
Replies: 4
Views: 2306

Re: Packaging 104 for Debian: shared libraries

Squish appears to have been pwnt.
by sprunk
06 Oct 2017, 15:02
Forum: Game Development
Topic: New Game
Replies: 4
Views: 821

Re: New Game

You might have more luck if you specify what you have to offer.
by sprunk
22 Sep 2017, 19:46
Forum: Feature Requests
Topic: independent 'clan' or 'skill' ts count for better balance
Replies: 15
Views: 4310

Re: independent 'clan' or 'skill' ts count for better balance

You can have the system output rough balance quality without revealing precise TS values.
by sprunk
18 Sep 2017, 16:27
Forum: General Discussion
Topic: Changes to moderation & lobbyserver
Replies: 16
Views: 6146

Re: Changes to moderation & lobbyserver (split)

Effectively, a botflag has become a "trusted semi-automated helpful user" flag. I thought the bot flag does more than just bandwidth limit, in this case it sounds fine to have them together (the name could reflect this new state of affairs but that's a minor cosmetic thing). You aren't being asked ...
by sprunk
18 Sep 2017, 14:54
Forum: General Discussion
Topic: Changes to moderation & lobbyserver
Replies: 16
Views: 6146

Re: Changes to moderation & lobbyserver

Hosts that do not have a botflag will be limited to 10 players. I think it's a bad idea to tie this to the existing bot flag. * what if I want to host a 6v6 manually? I am not a bot so giving me the bot flag is inappropriate, especially since the wikipage also says Note: A botflagged user account s...

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