Search found 1173 matches
- 13 Nov 2010, 20:19
- Forum: Balanced Annihilation
- Topic: Bug report: gadget handler skips frames
- Replies: 8
- Views: 2537
Re: Bug report: gadget handler skips frames
the BZFlag lua event handling code doesn't have to do named function lookups Instead of doing a widget["func_name"] lookup for each function call, the functions are registered into the ordered event lists. simplified iteration example: local node = eventlist.start while (node) do node.fun...
- 13 Nov 2010, 20:03
- Forum: Balanced Annihilation
- Topic: Bug report: gadget handler skips frames
- Replies: 8
- Views: 2537
Re: Bug report: gadget handler skips frames
The problem has been known for a while. It's not only a problem with the lua event handling, it's also present in the C++ EventHandler. For BZFlag, I rewrote both the C++ and lua event handling to use lists instead of arrays. List iterators are unaffected by insertions and deletions of other iterato...
- 12 Sep 2010, 02:25
- Forum: Engine
- Topic: documentation on modrules.lua?
- Replies: 19
- Views: 3018
Re: documentation on modrules.lua?
See the transportByEnemy unitDef tag.
- 30 Aug 2010, 21:19
- Forum: Lua Scripts
- Topic: Spawn gadjet help neaded(fixed)
- Replies: 7
- Views: 1238
Re: Spawn gadjet help neaded(fixed)
local arg = { ... } -- do not trust #arg if nils are present
local a2, a3, a4 = select(2, ...)
local argCount = select('#', ...)
http://www.lua.org/manual/5.1/manual.html#2.5.9
http://www.lua.org/manual/5.1/manual.html#pdf-select
local a2, a3, a4 = select(2, ...)
local argCount = select('#', ...)
http://www.lua.org/manual/5.1/manual.html#2.5.9
http://www.lua.org/manual/5.1/manual.html#pdf-select
- 22 Jul 2010, 08:28
- Forum: Art & Modelling
- Topic: ZK Logo
- Replies: 189
- Views: 18599
Re: ZK Logo
0k = 100% pyrite?
- 03 Jul 2010, 07:16
- Forum: Art & Modelling
- Topic: Tree[d]
- Replies: 8
- Views: 1477
Re: Tree[d]
"an old test gadget"
Treat it as an example, not final product.
Ideally, you supply different display lists for different LODs.
Treat it as an example, not final product.
Ideally, you supply different display lists for different LODs.
- 03 Jul 2010, 06:26
- Forum: Art & Modelling
- Topic: Tree[d]
- Replies: 8
- Views: 1477
Re: Tree[d]
Here's an old test gadget that I used while developing the lua based LOD feature. Instead of using different meshes for LODs, it removes parts of the unit the further away you get (IIRC). P.S. I have no idea as to the state that I left it in, or if it will work at all with the engine changes that ha...
- 04 Jun 2010, 13:24
- Forum: Off Topic Discussion
- Topic: Infinity: Quest for Earth
- Replies: 24
- Views: 3396
Re: Infinity: Quest for Earth
When last I played with SpringRTS' Lua, it could manage the video, audio, user inputs, and send custom network messages. From those features, you should be able to write any game that you want. I'm not saying that it's ideal for an FPS style game (lock-step protocol isn't all that great for responsi...
- 03 Jun 2010, 23:53
- Forum: Lua Scripts
- Topic: [Request] Widget that can display a texture when unit select
- Replies: 24
- Views: 2448
Re: [Request] Widget that can display a texture when unit select
If you want it to conform to the ground height
variations, you might want to use DrawGroundQuad()
(or use $heightmap, or whatever gets you the same
results.) You can use GL's texture generation facilities
to avoid computing the texture coords yourself (or do
the same with a shader).
variations, you might want to use DrawGroundQuad()
(or use $heightmap, or whatever gets you the same
results.) You can use GL's texture generation facilities
to avoid computing the texture coords yourself (or do
the same with a shader).
- 15 May 2010, 18:55
- Forum: Map Creation
- Topic: changing tides
- Replies: 16
- Views: 2561
Re: changing tides
Something that I didn't mention in the initial post is that you can mitigate the slope changes between segments by running a smoothing pass along the segment seams after it has been adjusted. The width of the smoothing segment would be determined by the slope adjustment that you can tolerate, and th...
- 15 May 2010, 18:33
- Forum: Map Creation
- Topic: changing tides
- Replies: 16
- Views: 2561
Re: changing tides
As I mentioned in the initial post that demo'ed the Lua heightmap alteration routines, you can spread out the processing by adjusting the map in segments. As an example, you could split the map into 8x8 segments, and process one segment every X number of game frames. Tides don't move that quickly (e...
- 23 Apr 2010, 20:13
- Forum: Feature Requests
- Topic: GlobalLOS w/o seeing cloaked units
- Replies: 7
- Views: 1051
Re: GlobalLOS w/o seeing cloaked units
Spring.SetUnitLosMask() and
Spring.SetUnitLosState()
can be used to setup "selective" global LOS.
Spring.SetUnitLosState()
can be used to setup "selective" global LOS.
- 22 Apr 2010, 15:11
- Forum: Feature Requests
- Topic: lua loadscreen def
- Replies: 9
- Views: 1049
Re: lua loadscreen def
zwzsg makes with the fun.
zwzsg doesn't know how easy it actually is to setup the script.
from ignorance comes the hahas.
zwzsg doesn't know how easy it actually is to setup the script.
from ignorance comes the hahas.
- 16 Apr 2010, 08:41
- Forum: Help & Bugs
- Topic: AZERTY keyboard and uikeys.txt
- Replies: 10
- Views: 3426
Re: AZERTY keyboard and uikeys.txt
The 'keysym' uikeys.txt keyword can be used to
make the file more readable if you're using a lot
of hexadecimal keycodes.
make the file more readable if you're using a lot
of hexadecimal keycodes.
- 11 Apr 2010, 20:51
- Forum: General Discussion
- Topic: OMG STOP OVERUSING LUA
- Replies: 79
- Views: 10456
Re: OMG STOP OVERUSING LUA
From an external app's perspective (ex: modinfo), that
still wouldn't matter as long as the unitsync interface is
being used to gather the information (ex: lua2php).
still wouldn't matter as long as the unitsync interface is
being used to gather the information (ex: lua2php).
- 10 Apr 2010, 01:53
- Forum: General Discussion
- Topic: OMG STOP OVERUSING LUA
- Replies: 79
- Views: 10456
Re: OMG STOP OVERUSING LUA
I'd argue that OpenGL is "up" agnostic, it doesn't really care what the Xs, Ys, and Zs refer to. Note that it could be argued that OpenGL's default "up" coordinate is Z, if you consider looking down at the terrain as default view point (OpenGL's Z defaults to the axis that is nor...
- 28 Feb 2010, 17:56
- Forum: Balanced Annihilation
- Topic: Lua Unit Defs vs tdfs
- Replies: 69
- Views: 7544
Re: Lua Unit Defs vs tdfs
TradeMark: i cant open .diff files, can you send the whole file link to me? if you cant, then forget about it The .diff file that I attached is a text file. I would think that someone with your obvious level of competence would be able to open a text file. What might be eluding you is the manner in ...
- 28 Feb 2010, 13:26
- Forum: Balanced Annihilation
- Topic: Lua Unit Defs vs tdfs
- Replies: 69
- Views: 7544
Re: Lua Unit Defs vs tdfs
On a tangent, something that is missing from the modinfo
feature set is the ability to see what effects ModOptions.lua
has on the various definitions. It could get a little messy,
but I thought I'd throw it out there
feature set is the ability to see what effects ModOptions.lua
has on the various definitions. It could get a little messy,
but I thought I'd throw it out there
- 28 Feb 2010, 13:22
- Forum: Balanced Annihilation
- Topic: Lua Unit Defs vs tdfs
- Replies: 69
- Views: 7544
Re: Lua Unit Defs vs tdfs
What is it that you are trying to say?
- 28 Feb 2010, 13:16
- Forum: Balanced Annihilation
- Topic: Lua Unit Defs vs tdfs
- Replies: 69
- Views: 7544
Re: Lua Unit Defs vs tdfs
Actually, it's you who doesn't seem to get it. The output from that program is in "static" form, it does not use any PHP scripting features other than to define the arrays. Maybe you'd better understand the concept if I took 2 minutes to convert it to output XML, TDF, or "static"...