Search found 2502 matches
- 14 Oct 2018, 15:39
- Forum: Game Development
- Topic: Changing units mobility in real time
- Replies: 5
- Views: 4203
Re: Changing units mobility in real time
I've found SetUnitCOBValue to be unreliable for this purpose. Use SetGroundMoveTypeData. You should have a look at this gadget and do something like it: https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_attributes.lua I would do the changes inside the unit script. The script call...
- 20 Apr 2018, 05:32
- Forum: Help & Bugs
- Topic: PLZ HELP fix this behavior
- Replies: 21
- Views: 7901
Re: PLZ HELP fix this behavior
Some tips: Keep each bug report ticket/thread focused on a single topic. Make new topics for distinct bugs. The reader should only need to look at the OP to know what the thread is about. Err on the side of supplying too much information. Bug reports are frustrating when you need to tease out every ...
- 17 Apr 2018, 07:07
- Forum: Game Development
- Topic: Updated widget/gadget profilers
- Replies: 6
- Views: 2929
Re: Updated widget/gadget profilers
Can you explain the discrepancy with the previous profiler? For example, yours says that priority is around 1% while the previous profiler says 2.7%.
- 04 Apr 2018, 09:39
- Forum: Game Development Tutorials & Resources
- Topic: What the the general dev environment/workflow that you use?
- Replies: 6
- Views: 7550
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.
To do '/luarules reload' you need to first do '/cheat' because this command would easily break a multiplayer game.
- 24 Mar 2018, 15:13
- Forum: Balanced Annihilation
- Topic: Request for large BA game replay
- Replies: 2
- Views: 1870
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?
- 02 Mar 2018, 08:42
- Forum: Map Releases
- Topic: Cervino
- Replies: 17
- Views: 7280
Re: Cervino
These cliffs are too bright when they are inside LOS.
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.
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.
- 26 Feb 2018, 05:30
- Forum: Lua Scripts
- Topic: Zero-K Mission editor
- Replies: 1
- Views: 2802
Re: Zero-K Mission editor
The group name is probably a UnitRulesParam, I don't know much more though.
- 22 Feb 2018, 02:59
- Forum: Bounty Offers
- Topic: Unexplored map fog of war
- Replies: 6
- Views: 7374
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...
- 15 Feb 2018, 16:11
- Forum: Help & Bugs
- Topic: Zoom this inverted?
- Replies: 14
- Views: 6043
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...
- 05 Feb 2018, 14:07
- Forum: Game Development
- Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
- Replies: 11
- Views: 9033
- 08 Jan 2018, 06:40
- Forum: Game Development
- Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
- Replies: 11
- Views: 9033
Re: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
Maybe this does what you want https://github.com/spring/spring/commit ... fa5f56d9ee.
- 07 Jan 2018, 08:21
- Forum: Game Development
- Topic: WeaponDefs/UnitDefs/Scripts setup for a "continuous aiming"
- Replies: 11
- Views: 9033
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...
- 05 Jan 2018, 01:08
- Forum: Lua Scripts
- Topic: How to set a building-unit into placement mode
- Replies: 5
- Views: 2550
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...
- 04 Jan 2018, 14:49
- Forum: Game Development
- Topic: The feasability of Spring as a battle engine in a wider game
- Replies: 10
- Views: 3477
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)...
- 02 Jan 2018, 07:38
- Forum: Game Development
- Topic: what are the hard limitations of this engine?
- Replies: 15
- Views: 9131
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...
- 21 Dec 2017, 01:39
- Forum: Game Development
- Topic: Where do I test my units out?
- Replies: 18
- Views: 3409
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...
- 18 Nov 2017, 08:06
- Forum: Feature Requests
- Topic: A simple blur on underwater shadows
- Replies: 8
- Views: 7784
Re: A simple blur on underwater shadows
I agree regarding underwater shadows.
- 13 Nov 2017, 06:21
- Forum: Art & Modelling
- Topic: Random WIP 2017
- Replies: 69
- Views: 52314
Re: Random WIP 2017
Two of Anarchid's factory remodels are finally done.
- 21 Oct 2017, 05:18
- Forum: Engine
- Topic: Maintenance branch
- Replies: 20
- Views: 8267
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...
- 28 Sep 2017, 10:39
- Forum: Game Development
- Topic: Turn based support
- Replies: 6
- Views: 2287
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...