Search found 2484 matches
- 08 Jul 2017, 15:22
- Forum: General Discussion
- Topic: What can spring engine/game devs learn from negative reviews of evo rts on steam?
- Replies: 47
- Views: 5967
I learned (or at least had reinforced): There has to be someone taking responsibility for the entire user experience, from when they press play on steam. Everything that users see is 'the game' . The game has to look like a game, not an IRC program. Players should have enough content to instantly st...
The minelayer artillery in Zero-K has a fairly simple gadget that spawns timed life units on projectile impact. Perhaps you should just look at the wiki though as there are straightforward functions for creating and destroying units under synced control.
Why not make lobbies obey ValidAIs.lua with some obscure toggle in their settings to disable it? Anyone trying to create a new AI already has to read up on how to create and compile their AI and these instructions could easily include "toggle the validAIs setting" as a step. If someone is trying to ...
That solution is bad UI. If players have two options, AAI and CAI, then they would rightly report a bug when both options result in the same outcome. The lobby would be incorrectly presenting too many options. The fix also strikes me as a bit of a hack. If overriding AIs with LuaAIs is an accepted s...
I agree with the intent of abmas suggestion. AI selection should have an understandable UI for the average user. However, I don't see how an unsynced gadget is going to load the correct AIs as AIs are already selected and loaded by the time lua gets to do anything.
Akin to engineoptions.lua (is that even still needed?) and modoptions.lua, but allows you to set keys on a per player basis, might already be possible via e.g. chobby and writing stuff to files with widgets or using lua messages. None of this hax is required as what you want is already implemented ...
- 03 Apr 2017, 17:20
- Forum: Feature Requests
- Topic: Game specific springsettings
- Replies: 11
- Views: 1559
I did not have keybind issues beyond issues with the default Spring keybinds. I'm fairly certain that ZK doesn't touch keybinds, it locally unbinds all keybinds when Spring starts and binds its own from a ZK config file. The unbinding and rebinding does not persist across Spring launches, uikeys.txt...
- 01 Apr 2017, 16:59
- Forum: Engine
- Topic: Do we have a stablish version of spring to test for 104?
- Replies: 7
- Views: 1001
Zero-K has been tracking the development versions of the engine for at least two months without an unusually large number of issues. Seems stable.
Your idea has a lot in common with the design philosophy of Zero-K but perhaps approaches the idea from a different direction. However, the differences might be a matter of manpower and experience in what is useful automation and what is not. (I'm a core developer of Zero-K by the way). One of the c...
Does anyone have groundplate sources? I want to make some new AO plates (also, without the Arm logo) and as far as I can tell the original creator didn't put sources in any ZK repositories.Replacements would also be welcome.
Have you made evo only look at the maps and games in the spring data folder while ignoring settings and other config files? Is it possible? I think that would be the most reliable.
- 11 Jan 2017, 15:54
- Forum: Balanced Annihilation
- Topic: "Ruin BA so that people will play Evo" - Forbs 2016
- Replies: 13
- Views: 1752
I find it funny because morphing moho mexes is one of the early versions of the economy rework implemented by CA.
- 01 Jan 2017, 13:27
- Forum: General Discussion
- Topic: Is spring a platform as well as an engine?
- Replies: 10
- Views: 2877
I think there is a part of the Spring project in general which wants to be a mod platform. This forum has a bit of a confused purpose because it acts as both a developer forum (engine, games, maps etc..) as well as a player forum for the games that lack their own standalone sites. The "Read Me First...
Check whether the unit is dead (Spring.GetUnitIsDead) and while you're at it you could check whether it's valid in another way (Spring.ValidUnitID). Something changed in the last few versions which made units die at the end of script.Killed instead of at the start. This allowed gadgets to handle the...
- 04 Dec 2016, 11:42
- Forum: Map Releases
- Topic: Crimson Crater v3(aka Red Planet Impact)
- Replies: 17
- Views: 4258
I downloaded "Red Planet Impact v2 v1". Here are some bugs: The mex spots are not flat so mexes clip into the terrain: http://i.imgur.com/H1yT8uQ.jpg The map texture is missing. Toggling advmapshading did nothing: http://i.imgur.com/DK3idfM.jpg Rocks have no reclaim value: http://i.imgur.com/MdyzCFN...
- 22 Nov 2016, 17:49
- Forum: Game Development
- Topic: Why does the lightning from lightning weapons now instantly disappear?
- Replies: 5
- Views: 1925
I recall this issue from a while ago, I patched it quickly. From my weapondefs_posts.lua -- https://github.com/spring/spring/commit/dd7d1f79c3a9b579f874c210eb4c2a8ae7b72a16 for _, weaponDef in pairs(WeaponDefs) do if ((weaponDef.weapontype == "LightningCannon") and (not weaponDef.beamttl)) then weap...