Search found 10909 matches
- 06 Nov 2010, 06:03
- Forum: Lua Scripts
- Topic: SendLuaRulesMsg wtf
- Replies: 7
- Views: 1670
SendLuaRulesMsg wtf
It used to be possible to send Gadgets a message via this... doesn't seem to work in the build of Spring I'm using. Tests show nothing arriving via RecvLuaMsg() on the synced Gadget side. I really need to send a Gadget information that is only available on the unsynced side of things (in particular,...
- 05 Nov 2010, 03:00
- Forum: Off Topic Discussion
- Topic: Local talent
- Replies: 17
- Views: 2334
Re: Local talent
I liked the film style- good use of the filters and timing. The establishing shot was well done, except for minor timing stuff. That said, here's some critique: 1. It's far too long to be an advertisement, and it's not informative enough to be a documentary ad. I think that if you want a long format...
- 05 Nov 2010, 02:27
- Forum: General Discussion
- Topic: Marketing Plan Plan
- Replies: 214
- Views: 24336
Re: Marketing Plan Plan
Well, I've got a simple solution (had a smoke, and voila): Get rid of the front-end entirely, and run an unsynced Lua Gadget callin called FrontEnd(gamemode) where the gamemode is whatever we want to define, but by default 0 is stock behavior for "developers", 1 is for MP. Voila. Leverage ...
- 05 Nov 2010, 02:08
- Forum: General Discussion
- Topic: Marketing Plan Plan
- Replies: 214
- Views: 24336
Re: Marketing Plan Plan
I already showed the numbers- the A*'s aren't a threat to anybody's marketing plans. The rest of the analysis is equally questionable: First: A large number of people would not be able to play the most popular game without treading into ÔÇ£questionable intellectual propertyÔÇØ territory regarding po...
- 05 Nov 2010, 00:59
- Forum: Feature Requests
- Topic: Please add a weapondef tag for friendly fire
- Replies: 19
- Views: 3049
Re: Please add a weapondef tag for friendly fire
True. What's the rationale behind that, btw? Seems unlikely we'd ever hit the limit on that number...
- 04 Nov 2010, 20:41
- Forum: Feature Requests
- Topic: Please add a weapondef tag for friendly fire
- Replies: 19
- Views: 3049
Re: Please add a weapondef tag for friendly fire
Hmm. So, does Explosion() return nil for the ownerID, or a number, if the firing Unit is dead? If the second case, and you want a tombstone keeper, that's a fairly routine Gadget- we could put Units in an array, with dead/alive states, and sync that with weapons instead of querying Spring. I don't t...
- 04 Nov 2010, 20:26
- Forum: Lua Scripts
- Topic: Equivalent to LUAUI_DIRNAME for LuaRules directory?
- Replies: 20
- Views: 1973
Re: Equivalent to LUAUI_DIRNAME for LuaRules directory?
Well, basically you forgot to specify synced/unsynced operation space. Here's a basic fix:
http://pastebin.com/uM41yMku
For more than that, you'll need to test it, I haven't had time. I think that may resolve your primary issue, though.
http://pastebin.com/uM41yMku
For more than that, you'll need to test it, I haven't had time. I think that may resolve your primary issue, though.
- 03 Nov 2010, 19:22
- Forum: Feature Requests
- Topic: Please add a weapondef tag for friendly fire
- Replies: 19
- Views: 3049
Re: Please add a weapondef tag for friendly fire
This wouldn't solve the scenario where a regular unit fires a weapon, dies before it reaches its target and again unitpredamaged would fail to give the parameters. True, but it should fix Forb's immediate problem. As for the fix, maybe just store the team ID? I can see all sorts of problems croppin...
- 03 Nov 2010, 06:39
- Forum: Engine
- Topic: QA. A Rant.
- Replies: 81
- Views: 11080
Re: QA. A Rant.
Still busy. It's been a rather awful week IRL, but it's improving. I got LUPS happy with it, other than gl.GroundQuad (which causes Spring to crash if map rendering isn't on) including distortions on ATi (there are some issues remaining, but it's a lot closer to functional than it was). Still haven'...
- 03 Nov 2010, 06:35
- Forum: Art & Modelling
- Topic: What models are left?
- Replies: 53
- Views: 11207
Re: What models are left?
GMN: Love the story- here's a chunk of free advice: 1. When thou startest thy skin, cut all thy geometry out into a layer, with a one-pixel border, so that ye mayest dump a color Very Bright into suspect areas without slowing thy workflow. 2. When thou layeth out thy skin, it is wiser to waste (some...
- 03 Nov 2010, 06:22
- Forum: Feature Requests
- Topic: Please add a weapondef tag for friendly fire
- Replies: 19
- Views: 3049
Re: Please add a weapondef tag for friendly fire
You can set the kamikaze weapon to be a watchweapon, and then: function gadget:Explosion(weaponID, px, py, pz, ownerID) if(weaponID == myNiftyWeapon) then teamID = Spring.GetUnitTeam(ownerID) return false end end ...I think that will give you a valid UnitID on death. The alternative is to manually c...
- 03 Nov 2010, 06:11
- Forum: Lua Scripts
- Topic: Equivalent to LUAUI_DIRNAME for LuaRules directory?
- Replies: 20
- Views: 1973
Re: Equivalent to LUAUI_DIRNAME for LuaRules directory?
You can't do gl operations on the synced side of Gadgets, nor within certain Gadget operations. Pastebin would be handy, if we're to help.
- 03 Nov 2010, 06:07
- Forum: Lua Scripts
- Topic: maps gadget calling mods gadget functions
- Replies: 4
- Views: 552
Re: maps gadget calling mods gadget functions
Map / Mod Gadgets are interchangeable and aren't separated in any way. Maps can call unitDefs in a specific mod, for example, without any problems at all. If you want your map to be agnostic, best (easy) result is to check the mod's name and see whether it matches, and then don't bother running, but...
- 30 Oct 2010, 20:22
- Forum: Lua Scripts
- Topic: Any Dialog Box/Textbox UI widgets
- Replies: 14
- Views: 2742
Re: Any Dialog Box/Textbox UI widgets
Lol, btw, derailing isn't helping this guy one bit. As to why i need this, im actually trying to use Spring at work where we aim to use it as a game to aid in analysing how different people think and react in various situations encountered during the game. However my timeframe is rather tight and i ...
- 30 Oct 2010, 19:54
- Forum: Feature Requests
- Topic: Non player-bound unsync, for non cheating Lua AI
- Replies: 6
- Views: 1242
Re: Non player-bound unsync, for non cheating Lua AI
Technically, they can just go into ../luarules, so they can ship with a Spring install just like any other AI.
- 30 Oct 2010, 01:53
- Forum: General Discussion
- Topic: The wonders of converting 3do mods to s3o
- Replies: 49
- Views: 4443
Re: The difficulties of converting 3do mods to s3o
I know what an atlas is, lol. What I want to know is: how do you have to arrange the UnitDefs / tex1 / tex2 / etc. so that it's efficient. Like, say if you want to use 6 2048s instead of 96 512s. What process does the engine use this week to determine whether to switch contexts? Names? Internal numb...
- 30 Oct 2010, 01:45
- Forum: General Discussion
- Topic: The wonders of converting 3do mods to s3o
- Replies: 49
- Views: 4443
Re: The difficulties of converting 3do mods to s3o
It's really stupid that you keep spouting bullshit about an engine whose rendering internals you don't understand over and over and over again. Fair enough, but the last time I asked, that was what I was told it did, and that is what it appears to be doing when tested. Anyhow, if there's a process ...
- 30 Oct 2010, 01:41
- Forum: Engine
- Topic: QA. A Rant.
- Replies: 81
- Views: 11080
Re: QA. A Rant.
I agree with all that, will do when I'm happier with all of it and have written some docs. It's pretty close to being what it needs to be, for my purposes. Probably Monday / Tuesday; I'm rather busy this weekend. Whether it becomes something more generally useful largely depends on people with bette...
- 28 Oct 2010, 22:11
- Forum: Lua Scripts
- Topic: Any Dialog Box/Textbox UI widgets
- Replies: 14
- Views: 2742
Re: Any Dialog Box/Textbox UI widgets
For a textbox, you could just record all local keys to an array, then when input happens, use the contents of the array to spit it back out as output. Same goes for showing it in the UI context; unpack the array each renderframe locally, and voila, you've got your string to render. Why do you want a...
- 28 Oct 2010, 21:59
- Forum: General Discussion
- Topic: The wonders of converting 3do mods to s3o
- Replies: 49
- Views: 4443
Re: The difficulties of converting 3do mods to s3o
Even a conservative estimate of 512*512 textures per model results in a whopping 600 megabytes of tga textures for BA. Which is one of many reasons to use DDS. That, and better overall throughput and consistent mips on all hardware. There is a reason why nothing commercial uses TGA any more. It's h...