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by aeonios
23 Oct 2015, 12:39
Forum: Game Development
Topic: Game Concept: StarScape
Replies: 7
Views: 1428

Re: Game Concept: StarScape

There are reasons that I don't want to go that route. First of all I want to understand everything that goes into my project, and if I take the direct fork route there will undoubtedly be things lurking around that I've never looked at before and may or may not even need. The main reason though is t...
by aeonios
23 Oct 2015, 09:43
Forum: Game Development
Topic: Game Concept: StarScape
Replies: 7
Views: 1428

Re: Game Concept: StarScape

By gradually deciphering ZK and copying/modifying what's necessary until I have something that works. I plan to tackle unit dev and balance one tech tier at a time, perhaps subdivided by one race at a time to reduce the amount of supporting code that I have to consider at once. ATM I'm trying to fig...
by aeonios
23 Oct 2015, 07:35
Forum: Game Development
Topic: Game Concept: StarScape
Replies: 7
Views: 1428

Game Concept: StarScape

I've been thinking about this for quite some time now, but it's gotten to the point where I feel I should actually do something with it, so I'm beginning to move in that direction. StarScape (a tentative title) is a concept for a StarCraft themed spring game, based heavily on Zero-K. It is not inten...
by aeonios
30 Apr 2015, 02:47
Forum: Lua Scripts
Topic: Optimizing LuaGL
Replies: 8
Views: 1219

Re: Optimizing LuaGL

Eh, I guess it's good enough. Under normal circumstances performance isn't a problem, and even under extreme circumstances it's not bad enough to warrant more work changing it.
by aeonios
29 Apr 2015, 23:08
Forum: Lua Scripts
Topic: Optimizing LuaGL
Replies: 8
Views: 1219

Re: Optimizing LuaGL

The only thing it does is go over the list of jobs and sort out visibility. The actual list it goes through is only compiled twice per second. :|

EDIT: also, Update() only actually does anything every other frame.
by aeonios
29 Apr 2015, 18:50
Forum: Lua Scripts
Topic: Optimizing LuaGL
Replies: 8
Views: 1219

Re: Optimizing LuaGL

tip #1: gl.texture is a very expensive call (doesn't matter if in dlist or not!). 99% of your calls of it can be removed by moving it in front of the loops Ah, that was what I was originally trying to do, but I mistakenly thought that the call to gl.Texture had to be inside push/pop matrix. Fixed t...
by aeonios
29 Apr 2015, 02:20
Forum: Lua Scripts
Topic: Optimizing LuaGL
Replies: 8
Views: 1219

Re: Optimizing LuaGL

Ah, most of the drawing was just billboards with a simple 2D icon spammed 9001 times. I suspected that gl.CreateList and gl.CallList was what I was looking for, but now I actually understand how they work. :P Also, I missed the part about gl.DeleteList the first time around but that explains why I w...
by aeonios
28 Apr 2015, 04:36
Forum: Lua Scripts
Topic: Optimizing LuaGL
Replies: 8
Views: 1219

Optimizing LuaGL

I've been working on optimizing Global Build Command, which is steadily getting polished enough to where I feel like I can release it into the wild. I managed to get the main logic loop to run an order of magnitude or two faster wrt huge numbers of jobs, and now the GL code is showing up as consiste...
by aeonios
26 Apr 2015, 15:49
Forum: Lua Scripts
Topic: widget area select?
Replies: 13
Views: 1599

Re: widget area select?

Old? (checks forums) I guess 2009 is pretty old now. It seems like just yesterday. Central Build AI was my first and only major Lua project, and I was mostly learning as I went. Wow, I never expected to see you around here. :P This was the first project I'd ever done in lua also, and for that matte...
by aeonios
25 Apr 2015, 05:27
Forum: Lua Scripts
Topic: widget area select?
Replies: 13
Views: 1599

Re: widget area select?

The only problem I've had with that so far is that it doesn't allow me to change the cursor to show the user that the selection is active. None of the eco-related effects in zk are particularly complicated, and could easily be reproduced in unsynced code. The distinctiveness of the ground circle app...
by aeonios
21 Apr 2015, 18:05
Forum: Lua Scripts
Topic: widget area select?
Replies: 13
Views: 1599

Re: widget area select?

Meh, that solution is really low quality, would be inconsistent with the rest of the interface, and would clutter up the code that I've struggled so hard to keep maintainable. The original was ~1300 LOC, and it's sitting at ~900 LOC right now after I heavily cleaned and rewrote major parts of it. It...
by aeonios
21 Apr 2015, 14:18
Forum: Lua Scripts
Topic: widget area select?
Replies: 13
Views: 1599

Re: widget area select?

Well, I double checked and Spring.InsertUnitCmdDesc() is synced only, which makes sense. Adding a command to a unit could potentially change gameplay significantly. I am not sure that I understand both of you :-D But I want to! >>Getting the proper key press events is trivial, but I have no idea how...
by aeonios
21 Apr 2015, 12:40
Forum: Lua Scripts
Topic: widget area select?
Replies: 13
Views: 1599

Re: widget area select?

Hmm, I think I see how that works. That would make this really, really easy as long as unsynced code can actually add new commands to units.
by aeonios
21 Apr 2015, 08:26
Forum: Lua Scripts
Topic: widget area select?
Replies: 13
Views: 1599

widget area select?

I'm currently working on a rewrite/fork of the old central-build-AI widget, and one of the features that I want to add is an area-select tool for bulk removing jobs. Getting the proper key press events is trivial, but I have no idea how to present the user with an area select (preferably circle), ge...
by aeonios
14 Apr 2015, 08:47
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 17627

Re: Feature requests

Let's say the texture you're trying to add has Green and Black, while the background is x. Black = 0.0, x + 0.0 = x ^ This is the desired behavior, but the issue is the Green part: Green = 0,1,0 x + Green = x1,x2+1,x3 So you'll have the extra x1, x2 and x3, instead of just 0, 1, 0. In the case of s...
by aeonios
14 Apr 2015, 02:36
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 17627

Re: Feature requests

In add mode a texture with a black background is as good as semi-transparent. Only if the current map texture is also black, otherwise it will add to the existing color. You really need a semi-transparent texture (like one of the fractals included). Black = 0.0, x + 0.0 = x Even close to black is n...
by aeonios
06 Apr 2015, 02:37
Forum: SpringBoard
Topic: Feature requests
Replies: 85
Views: 17627

Re: Feature requests

It's pretty useful as it is imo. It will color any texture which means you don't need a separate texture for each color combination you can think of, e.g. no need for "Red Bricks", "Blue Bricks", "Green Bricks" when all that's different is the color.. I'm using chili's...
by aeonios
06 Apr 2015, 01:25
Forum: Map Creation
Topic: Metal spot graphics
Replies: 23
Views: 2476

Re: Metal spot graphics

that.. might could possibly work. o.o

I may end up improving the diffuse tex some, and/or adding splats, once I get done wringing smoth's brain on WM. :P I think those should work either way though, and that would definitely be unique.
by aeonios
05 Apr 2015, 23:55
Forum: Map Creation
Topic: Metal spot graphics
Replies: 23
Views: 2476

Re: Metal spot graphics

the map looks lovely! what did you make it in? Thanks, it was mostly in world machine, with some extra processing in SME. I actually used a combination of SME erosion and WM erosion, then generated a texture with WM and added the dune texture in SME. i see that all the metal spots are in (micro) sa...
by aeonios
05 Apr 2015, 22:42
Forum: Map Creation
Topic: Metal spot graphics
Replies: 23
Views: 2476

Re: Metal spot graphics

A screenshot of a map might be better than an actual sd7. Ok, for the lazy: http://s28.postimg.org/6ffg5cox9/gunslinger1.jpg http://s2.postimg.org/ny1k3bgh5/gunslinger2.jpg I can make featuremexes to spec, if there's interest :P Ah, and featuremexes, totally forgot about those. "To spec" ...

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