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by 8611
09 Mar 2015, 09:04
Forum: General Discussion
Topic: Changing mouse order behavior. Single target vs area command
Replies: 19
Views: 4925

Re: Changing mouse order behavior. Single target vs area com

which unit that is closest to the mouse cursor 1) I think when dragging the area-circle the mouse would be at outside, far away from wanted target. Maybe instead: "which unit is clostest to center of circle"? 2) on aircraft: The mouse moves in 2D but aircraft move in 3D. So "closest ...
by 8611
09 Mar 2015, 08:48
Forum: Community Blog
Topic: Posting rules / hints
Replies: 55
Views: 31223

Re: Posting rules / hints

All users who are member of some special group in this forum are able to post a new thread. Go to User Control Panel On right go to "user groups" Select one of: http://pastebin.com/WftehDXw Notice that all* groups say "members can apply to join." So after applying someone has to...
by 8611
09 Mar 2015, 07:54
Forum: General Discussion
Topic: Changing mouse order behavior. Single target vs area command
Replies: 19
Views: 4925

Re: Changing mouse order behavior. Single target vs area com

https://springrts.com/phpbb/viewtopic.php?f=11&t=33173 is about SelectionKeys.txt, it is only about selecting things. https://github.com/spring/spring/blob/develop/doc/SelectionKeys.txt --- It is hard to target a specific moving unit with an attack command because if I press the mouse button and...
by 8611
07 Mar 2015, 18:48
Forum: Lua Scripts
Topic: discussion of chili menu for games
Replies: 44
Views: 5936

Re: SKOLM - Some kind of lua menu

So my fears were correct. You indeed try to push this as the spring menu and any mod that does not fit your standards is just out of luck. Your 'solution' for non-compatible games is that players download some new installers where the dev did "rename spring.exe into nameofgame.exe" - just ...
by 8611
07 Mar 2015, 17:21
Forum: Lua Scripts
Topic: discussion of chili menu for games
Replies: 44
Views: 5936

Re: SKOLM - Some kind of lua menu

Well then give some details :roll: From github and this thread I get impression that this is not the menu of a single game (like BA) but is supposed to be in some way the "Spring Singleplayer Menu" of multiple games. For example by eventually replacing the menu that comes up when spring.ex...
by 8611
07 Mar 2015, 16:34
Forum: Lua Scripts
Topic: discussion of chili menu for games
Replies: 44
Views: 5936

Re: SKOLM - Some kind of lua menu

That is too limiting. Maybe you are not familiar with what chili can do here; the menu pane for a given game can be chosen entirely by that game, to fill with any chili controls and manage them itself. The only limitation is the size of the pane. Maybe I am familiar with what chili can do here and ...
by 8611
07 Mar 2015, 13:07
Forum: Lua Scripts
Topic: discussion of chili menu for games
Replies: 44
Views: 5936

discussion of chili menu for games

Split from https://springrts.com/phpbb/viewtopic.php?f=23&t=33238 (Silentwings) The discussion is on using SKOLM as a menu for multiple games, accessed via spring.exe -> Games include lua code. When main menu is loaded it scans and includes this lua. -> Said lua code contains that games chili b...
by 8611
06 Mar 2015, 07:50
Forum: Lua Scripts
Topic: Get rid of default UI
Replies: 31
Views: 5508

Re: long cat zone

The enter-text-thing stays functional with "hideinterface 1" Just the console history/suggetions are ofc gone but if you already did "console 0" like in edited first post, then no change and can be Lua'ed. Instead of changing engine (behaviour of Spring.isGUIHidden() or introduci...
by 8611
06 Mar 2015, 07:09
Forum: Lua Scripts
Topic: SlopeMap access through Lua API
Replies: 15
Views: 3547

Re: SlopeMap access through Lua API

https://github.com/spring/spring/pull/173/files#diff-17c21ce7ce2075c5adf900c1a15638fcR4748 Your new Spring.GetGroundSlope uses CGround::GetSlope(x, z, CLuaHandle::GetHandleSynced(L)) https://github.com/lhog/spring/blob/develop/rts/Lua/LuaSyncedRead.cpp#L4736 Spring.GetGroundNormal uses normal = CGro...
by 8611
06 Mar 2015, 06:37
Forum: Lua Scripts
Topic: Get rid of default UI
Replies: 31
Views: 5508

Re: long cat zone

this would be better pursued as a request for "engineUI 0" or similar Agreed, and actually would be cool to have a simple way (command or Lua function) that turns off (on) all engine UI. :shock: "hideinterface 1" is already excactly that and has always been used for that. Imo on...
by 8611
06 Mar 2015, 06:02
Forum: Ingame Community
Topic: Is there a working relayhost?
Replies: 4
Views: 2755

Is there a working relayhost?

All relayhosts seem to be gone and the relay-host list in springlobby is empty.
Used to happen before too, but now it is like that for a long time...
I forgot names of the relay-hosts that used to be there. One was MagnesiumRelay or so.
There is some "Relayhost_M", but how does one use it?
by 8611
06 Mar 2015, 05:42
Forum: Lua Scripts
Topic: Get rid of default UI
Replies: 31
Views: 5508

long cat zone

A thread about long cats because there is no spoiler tag. --- :arrow: https://springrts.com/phpbb/viewtopic.php?f=23&t=33190&p=567220#p567220 I see "hideinterface 1" similiar as other commands: Common usage is to turn something off so that a widget can draw its own custom version. ...
by 8611
06 Mar 2015, 05:38
Forum: Lua Scripts
Topic: Get rid of default UI
Replies: 31
Views: 5508

Re: Get rid of default UI

For more crap about hiding stuff and minimap options see https://springrts.com/phpbb/viewtopic.php?f=10&t=33234 tl;dr: "hideinterface" is most pro and how chili hides everything when the default GUI is turned off is imo 'bug/wrong/missing config option' and the other ideas simply seem ...
by 8611
06 Mar 2015, 00:29
Forum: Lua Scripts
Topic: [solved] Visual effect below ground (voidground/water)
Replies: 9
Views: 1722

Re: Visual effect below lowest map level (voidground/voidwat

*if* CEG never can get spawned under the ground the making some random pixel superdeep like Beherith suggest would not do anything. Since I am really new to (Lua) GL and the wiki page lists all the functions but not much explanations, do you happen to know a simple example or some introduction which...
by 8611
06 Mar 2015, 00:11
Forum: Lua Scripts
Topic: SlopeMap access through Lua API
Replies: 15
Views: 3547

Re: SlopeMap access through Lua API

How that relates to spring's pathing is explained here: https://springrts.com/wiki/Movedefs.lua ... determined This description is right, but it doesn't say there is a number of normal arrays, as I mentioned in OP. Apparently they are calculated slightly differently. Most stuff in wiki/forum is abo...
by 8611
05 Mar 2015, 18:53
Forum: Lua Scripts
Topic: SlopeMap access through Lua API
Replies: 15
Views: 3547

Re: SlopeMap access through Lua API

A normal vector stands at right angle to other things. Spring.GetGroundNormal returns a vector that stands at right angle on the ground. http://www.mathworks.com/matlabcentral/fileexchange/screenshots/2985/original.jpg So on flat terrain it points straight to the sky: x=0,y=1,z=0 If the terrain is t...
by 8611
05 Mar 2015, 18:31
Forum: Lua Scripts
Topic: Get rid of default UI
Replies: 31
Views: 5508

Re: Get rid of default UI

gl.ConfigMiniMap(0,0,0,0) will work but leave a small group of pixels, perhaps the minimap's frame. Maybe there is a setting to get rid of that too but imo that is all a bit cumbersome. The original question is "Get rid of default UI" and Spring.SendCommands ("hideinterface 1") d...
by 8611
05 Mar 2015, 12:23
Forum: Lua Scripts
Topic: [solved] Visual effect below ground (voidground/water)
Replies: 9
Views: 1722

Re: Visual effect below lowest map level (voidground/voidwat

And the limit is y=-90 which is the minheight of the map (and at that place also the ground level). I think only part that matters is if the CEG is spawned above terrain or below terrain. (at least if that altitude check is correct part of engine) It might be worth a feature-request to allow to cal...
by 8611
05 Mar 2015, 02:10
Forum: Lua Scripts
Topic: [solved] Visual effect below ground (voidground/water)
Replies: 9
Views: 1722

Re: Visual effect below lowest map level (voidground/voidwat

Sure you have underwater=true for visibility conditions? Exact ceg would be useful. This looks related: https://github.com/spring/spring/blob/98.0/rts/Sim/Projectiles/ExplosionGenerator.cpp#L104 const float altitude = height - groundHeight; if (altitude < -1.0f) { /* underground! don't spawn CEG! */...

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