Search found 295 matches
- 30 Jan 2015, 07:44
- Forum: Lua Scripts
- Topic: the heightmap exporter is here!
- Replies: 22
- Views: 5491
Re: the heightmap exporter is here!
anyone still have the batch file needed to convert the weird interlaced-looking pgm output into something useful? from the description it sounds like just an imagemagick command. never mind, i've fixed the pgm output, and made it output to photoshop raw, too (both 16-bit) http://springfiles.com/spr...
- 30 Jan 2015, 03:51
- Forum: Lua Scripts
- Topic: heightmap functions
- Replies: 2
- Views: 613
Re: heightmap functions
lol, indeed. thanks
- 30 Jan 2015, 03:36
- Forum: Lua Scripts
- Topic: heightmap functions
- Replies: 2
- Views: 613
heightmap functions
did something change that the wiki no longer reflects? i remember using these functions in map gadgets, but now: [f=0000050][f=0000122] Error: LuaRules::RunCallIn: error = 2, Initialize, [Internal Lua error: Call failure] error = 2, LuaRules/gadgets.lua, [string "LuaRules/Gadgets/heightmaptest....
- 09 Apr 2014, 22:55
- Forum: Feature Requests
- Topic: Remove AIs
- Replies: 30
- Views: 5222
Re: Remove AIs
er, mostly i play co-op against bots in BA. removing all native AIs would make this impossible (BA has no Lua AI). also, the hundreds of hours of work on my Shard config for BA would be rendered totally pointless (though i suppose that was always true in a larger sense). edit: but yeah, the native A...
- 23 Mar 2014, 19:06
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3475
Re: blob guard
if #parameters == 1, then normal guard, else area guard. right. i should have clarified. i'm not worried about my own widget not knowing what to do with area vs unitID. i'm worried about some other widget not bothering to check how many parameters a guard command has (this seems reasonable), and as...
- 23 Mar 2014, 09:45
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3475
Re: blob guard
So what's worse, seperating area guard command from guard command, or modifying the guard command to accept areas? The latter seems better in every way except: if some poor widget decides to assume that the first parameter of guard is a unit ID.
- 21 Mar 2014, 17:43
- Forum: SpringLobby Client
- Topic: SpringLobby 0.274 released!
- Replies: 297
- Views: 194794
Re: SpringLobby 0.182 released!
hooray, 0.182 has gotten rid of the "XX flag not found" error messages for me
- 21 Mar 2014, 17:39
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3475
Re: blob guard
Oh. It's just because custom formations is getting in the way.
- 21 Mar 2014, 05:13
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3475
Re: blob guard
I changed CMD.GUARD to type = ICON_UNIT_OR_AREA and got it working with the widget fine. I can't get right click and drag on a friendly unit to do an area guard though (after using the block that's commented out in CarRepairer's gadget). Investigating this has lead me to some confusion: BA has a gad...
- 20 Mar 2014, 09:32
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3475
Re: blob guard
Thanks for the tip. As I understand it now, the proper way would be to define the command in a gadget. I just wanted it to be widget only because who knows what games want to do. But if you want to add it to BA, and forb wants to add it to Evo, I think the best way would be to write a small gadget t...
- 19 Mar 2014, 23:54
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3475
Re: blob guard
resolved command queue issues, and now it should only show up for units that can guard.
forb, does this play nicely now?
forb, does this play nicely now?
- 19 Mar 2014, 18:42
- Forum: Balanced Annihilation
- Topic: More on awards
- Replies: 14
- Views: 1671
Re: More on awards
Are You Now or Have You Ever Been?: gave the most units to allies, repaired/assisted the most ally units, shared the most resources
With a Bang: did the most damage to enemy units with commander explosion
also is it possible for AIs to get awards?
With a Bang: did the most damage to enemy units with commander explosion
also is it possible for AIs to get awards?
- 14 Mar 2014, 09:57
- Forum: Map Releases
- Topic: Deserted Third
- Replies: 10
- Views: 2874
Re: Deserted Third
v4
i got rid of the shiny veins, giving them splats that looked fitting but didn't clash with the rest of the map was driving me insane. the other rationale was, the shiny spots should signal metal value.
i got rid of the shiny veins, giving them splats that looked fitting but didn't clash with the rest of the map was driving me insane. the other rationale was, the shiny spots should signal metal value.
- 13 Mar 2014, 19:25
- Forum: Map Creation
- Topic: Green River Confluence
- Replies: 38
- Views: 12706
Re: Green River Confluence
i think it is non-solid? 7z reports "Solid: -" (solid archives give "Solid: +"). also i just tested the map archive, to make sure i wasn't accidentally loading a .sdd. the map archive works fine in spring for me. what else could be causing it to break for you?
- 12 Mar 2014, 04:46
- Forum: Map Releases
- Topic: Deserted Third
- Replies: 10
- Views: 2874
Re: Deserted Third
i was hoping for vein of metallic rock rather than inexplicably shiny band of sand
(jools, yes, i'm trying out a specular map based on height stratification)
(jools, yes, i'm trying out a specular map based on height stratification)
- 12 Mar 2014, 00:20
- Forum: Map Releases
- Topic: Deserted Third
- Replies: 10
- Views: 2874
- 05 Mar 2014, 06:38
- Forum: Map Creation
- Topic: Obsidian 1.3 Stable
- Replies: 24
- Views: 6241
Re: Obsidian 0.5 Beta
This is cool, but I think it could be prettier if the specular and skyreflect maps weren't derived from a texture with baked lighting, especially baked specular lighting. The darker areas aren't shiny, which looks strange. What are you using to generate the texture? Would be better if the glass was ...
- 05 Mar 2014, 04:52
- Forum: Lua Scripts
- Topic: Distinguish player commands from Lua commands (AllowCommand)
- Replies: 5
- Views: 1158
Re: Distinguish player commands from Lua commands (AllowComm
I'm trying to figure out how to differenciate player orders from a lua widget's orders, too. Right now I'm storing a string containing unitID, cmdID, and a list of cmdParams for every order the widget gives out. The problem with this is it doesn't really work for ICON_UNIT orders, because the player...
- 04 Mar 2014, 07:56
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3475
Re: blob guard
It can be queued and won't mess with other queued commands now. I remain confused by menus and custom commands. It doesn't show up at all in the BA Red menu. In fact, with the Red menu turned on, the command isn't registered at all and cannot be accessed via hotkey. It does show in the engine menu, ...
- 02 Mar 2014, 10:12
- Forum: Map Creation
- Topic: Green River Confluence
- Replies: 38
- Views: 12706
Re: Green River Confluence
:-) i forgot to change the atmosphere settings from default in v8. it did seem awfully thick. v9 fixes that, and a small issue of metal spot textures showing up just a little off from where they ought to. http://springfiles.com/spring/spring-maps/green-river-confluence-0 https://dl.dropboxuserconten...