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by Google_Frog
04 Apr 2018, 09:39
Forum: Game Development Tutorials & Resources
Topic: What the the general dev environment/workflow that you use?
Replies: 6
Views: 1521

Re: What the the general dev environment/workflow that you use?

'/reloadcegs' reloads all the CEG particle effects.

To do '/luarules reload' you need to first do '/cheat' because this command would easily break a multiplayer game.
by Google_Frog
24 Mar 2018, 15:13
Forum: Balanced Annihilation
Topic: Request for large BA game replay
Replies: 2
Views: 768

Request for large BA game replay

Can you attach a game with 3k unit that you think ran well so I can look at it for profiling?
by Google_Frog
02 Mar 2018, 08:42
Forum: Map Releases
Topic: Cervino
Replies: 17
Views: 2525

Re: Cervino

These cliffs are too bright when they are inside LOS.
Image
The metal in the center could be improved as it is currently just a uniformly distributed spread of spots. There are no mex spot textures so I could mess with this myself.
by Google_Frog
26 Feb 2018, 05:30
Forum: Lua Scripts
Topic: Zero-K Mission editor
Replies: 1
Views: 869

Re: Zero-K Mission editor

The group name is probably a UnitRulesParam, I don't know much more though.
by Google_Frog
22 Feb 2018, 02:59
Forum: Bounty Offers
Topic: Unexplored map fog of war
Replies: 6
Views: 1755

Re: Unexplored map fog of war

The visuals are only half the solution. How are you going to prevent players from probing the default UI to explore the black area? Things like waypoint location, structure blueprint placement and camera hight will reveal the terrain. This may all be solvable by initializing the unsynced heightmap t...
by Google_Frog
15 Feb 2018, 16:11
Forum: Help & Bugs
Topic: Zoom this inverted?
Replies: 14
Views: 2255

Re: Zoom this inverted?

To get the same zoom behaviour as other games you need to set ScrollWheelSpeed negative in springsettings.cfg. I have 'ScrollWheelSpeed = -25'. A warning, for Zero-K you do not need to make this change as it comes with good defaults and a settings menu. Touching a config file manually might break so...
by Google_Frog
07 Jan 2018, 08:21
Forum: Game Development
Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Replies: 11
Views: 2983

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

Your method looks reasonable. Are you effectively just making your weapons call AimWeapon at a high rate? It feels like this should be a parameter in the weapondef if you are going to go to this much effort to hack around it. An alternate solution would be to use Spring.GetUnitWeaponTarget and Sprin...
by Google_Frog
05 Jan 2018, 01:08
Forum: Lua Scripts
Topic: How to set a building-unit into placement mode
Replies: 5
Views: 1301

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

This is how the ZK menu deals with button clicks (or key presses for hotkeys). https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/gui_chili_integral_menu.lua#L555-L590 It handles factory queues and terraform. What you want should be this cut down version: local function ClickFunc(mouse, c...
by Google_Frog
04 Jan 2018, 14:49
Forum: Game Development
Topic: The feasability of Spring as a battle engine in a wider game
Replies: 10
Views: 1362

Re: The feasability of Spring as a battle engine in a wider game

NeOmega I feel like you would benefit from giving the Zero-K campaign a look (just run this http://zero-k.info/Wiki/Download). This is what gajop means when they say "use LuaMenu". The Zero-K campaign runs in a single instance of Spring and has a mission selection screen (or strategic map) from whic...
by Google_Frog
02 Jan 2018, 07:38
Forum: Game Development
Topic: what are the hard limitations of this engine?
Replies: 15
Views: 3161

Re: what are the hard limitations of this engine?

You may want to poke around the Zero-K codebase as well: https://github.com/ZeroK-RTS/Zero-K. I have pushed the engine further than BA so you should find some more mechanics and examples. 1). 32 unit classes (mostly for targetting AI) Unsure and unclear. I believe that unit categories are only relev...
by Google_Frog
21 Dec 2017, 01:39
Forum: Game Development
Topic: Where do I test my units out?
Replies: 18
Views: 1428

Re: Where do I test my units out?

I told you how to run the tutorial game when you asked in ZK a week ago but the chat seemed to be lost or ignored. Here is a more permanent wiki page which should get anyone from a basic ZK install to a working tutorial game. Edit: http://zero-k.info/mediawiki/index.php?title=Developing#Using_Zero-K...
by Google_Frog
18 Nov 2017, 08:06
Forum: Feature Requests
Topic: A simple blur on underwater shadows
Replies: 8
Views: 1517

Re: A simple blur on underwater shadows

I agree regarding underwater shadows.
by Google_Frog
13 Nov 2017, 06:21
Forum: Art & Modelling
Topic: Random WIP 2017
Replies: 69
Views: 14748

Re: Random WIP 2017

Two of Anarchid's factory remodels are finally done.
factoryGif.gif
factoryGif.gif (1.79 MiB) Viewed 3034 times
by Google_Frog
21 Oct 2017, 05:18
Forum: Engine
Topic: Maintenance branch
Replies: 20
Views: 3666

Re: Maintenance branch

Here are my thoughts on the branch: https://github.com/ZeroK-RTS/Zero-K/issues/2547. On testing - I think testing carried out by a small pool of testers is ineffective. This reflects well on the stability of the engine. In the months leading up to 104.0 almost all the bugs were either rare or hardwa...
by Google_Frog
28 Sep 2017, 10:39
Forum: Game Development
Topic: Turn based support
Replies: 6
Views: 911

Re: Turn based support

Spring has quite a few useful systems which are needed by a turn based strategy game. It is worth using Spring for the netcode, unit selection and command handling. You may even use the weapon/projectile aiming system for graphics purposes. If you wanted a more physicsy game you could even use Sprin...
by Google_Frog
22 Sep 2017, 13:03
Forum: Engine
Topic: A few questions about "handle raw movement directly in the PFS" commit
Replies: 9
Views: 1877

Re: A few questions about "handle raw movement directly in the PFS" commit

Raw move is looking quite good. I like how it is resilient by switching back and forth between raw mode depending on the path-ability as it updates. My main request is that the raw move distance be increased as currently units will move in straight lines for short distances but still take inefficien...
by Google_Frog
22 Sep 2017, 09:56
Forum: Engine
Topic: A few questions about "handle raw movement directly in the PFS" commit
Replies: 9
Views: 1877

Re: A few questions about "handle raw movement directly in the PFS" commit

Which commands use raw move? I've tried fight and attack and they both seem to be using the pathfinder still.

Edit: Just a config issue.
by Google_Frog
15 Sep 2017, 02:06
Forum: General Discussion
Topic: Terrible collisions pathfinding and targetting
Replies: 10
Views: 1961

Re: Terrible collisions pathfinding and targetting

I don't have most of your issues with the pathfinder. That does not mean they don't exist, just that I have implemented configuration (or hax) in ZK that removes the issues. The engine is not easy to use in this regard. You also need to be more precise. I never see units stuck on cliffs in the sense...

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