Search found 7114 matches
- 24 Nov 2016, 20:59
- Forum: Lua Scripts
- Topic: Create units from external file list
- Replies: 7
- Views: 3463
Re: Create units from external file list
Unit creation is a synced operation (= must be the same on all computers in online game), and reading external files is disabled in synced context. So you need to read the external file in unsynced gadget or widget, pass the data from unsynced to synced by using the special channels made for that, a...
- 17 Nov 2016, 20:58
- Forum: The Cursed
- Topic: Latest "The Cursed" available here
- Replies: 213
- Views: 177952
Re: Latest "The Cursed" available here
It might be easier to read, save and reapply the hero unit queue, as well as scan all units for order with the hero unit id as target and edit them.
Because yes, there's a limit on how much you can change a unit without replacing it by a new one.
Because yes, there's a limit on how much you can change a unit without replacing it by a new one.
- 18 Oct 2016, 20:25
- Forum: Engine
- Topic: Does anyone use the engine with one letter command line flags?
- Replies: 13
- Views: 5644
- 05 Oct 2016, 20:24
- Forum: Help & Bugs
- Topic: How to bind queuing a structure in uikeys?
- Replies: 1
- Views: 872
Re: How to bind queuing a structure in uikeys?
bind numpad8 buildunit_socket
Where numpad8 is the name of the key, and socket is the unitname of the unit to build.
Where numpad8 is the name of the key, and socket is the unitname of the unit to build.
- 01 Oct 2016, 12:05
- Forum: Engine
- Topic: Battalions and Hero Select Button possible?
- Replies: 5
- Views: 1938
Re: Battalions and Hero Select Button possible?
The engine does not provide these functionalities by default, but it has been done already, with a couple Lua scripts.
- 09 Aug 2016, 18:03
- Forum: Balanced Annihilation
- Topic: Adding Units
- Replies: 6
- Views: 2138
Re: Adding Units
Check infolog.txt for any related error.
- 06 Aug 2016, 12:45
- Forum: The Cursed
- Topic: Latest "The Cursed" available here
- Replies: 213
- Views: 177952
Re: Latest "The Cursed" available here
rockpapershotgun.com very often post articles about obscure tiny free games, maybe send them a mail?
Otherwise I heard it's all about being featured by youtubers nowadays, but I'm the wrong generation to understand how that works.
Otherwise I heard it's all about being featured by youtubers nowadays, but I'm the wrong generation to understand how that works.
- 14 Jun 2016, 19:47
- Forum: General Discussion
- Topic: firestandorders, mobilestandorders, standingfireorder, standingmoveorder Not Documented?
- Replies: 7
- Views: 2032
Re: firestandorders, mobilestandorders, standingfireorder, standingmoveorder Not Documented?
Aren't they the Hold Fire / Return Fire / Fire at will and Stand Still / Maneuver / Roam tristate buttons?
But yeah, not sure it was ever implemented.
But yeah, not sure it was ever implemented.
- 14 Jun 2016, 19:44
- Forum: Game Development
- Topic: A remake for KKND?
- Replies: 11
- Views: 6895
Re: A remake for KKND?
Between remaking as a Spring mod, and reprogramming everything from scratch, maybe there could have been a middle ground. I know there's several 2D RTS engine open source remake, though only OpenRA comes to mind. KKnD is much closer to C&C than it is to Total Annihilation and Spring, so porting ...
- 07 Jun 2016, 20:28
- Forum: Game Development
- Topic: Implementing Crowd Simulation
- Replies: 17
- Views: 9267
Re: Implementing Crowd Simulation
What I understand from my lecturer is that I need to define the movement of group of units so that they don't collide at each other, can avoid obstacles, and can move smoothly.p So something like that? https://www.youtube.com/user/Kleaut Yeah, I'd be interested to know how to replicate that in Spri...
- 28 May 2016, 01:50
- Forum: Kernel Panic
- Topic: Kernel Panic upgrade to Spring 100.0
- Replies: 4
- Views: 7840
Re: Kernel Panic upgrade to Spring 100.0
Oh it's you, Mitmat ! Yes, I stopped developping Kernel Panic about 3 years ago, because it had become tedious to spend several nights every Spring release to fix new bugs, and not even manage to catch up. Here's my temp dev version, where I fixed some but not all things that went broken with Spring...
- 05 May 2016, 16:50
- Forum: Tech Annihilation
- Topic: Ironic mod hijacking
- Replies: 26
- Views: 17872
Re: Ironic mod hijacking
I'd rather consider this as social issue, requiring social solution, than a technical one.
- 13 Apr 2016, 23:05
- Forum: Help & Bugs
- Topic: Help adding exclusion list to game_controlVictory.lua
- Replies: 6
- Views: 2075
Re: Help adding exclusion list to game_controlVictory.lua
I'd say checking for canfly is the more robust and futureproof way, compared to listing unitdefs!Forboding Angel wrote:which could be done by simply checking for canfly, but with a list of units, that is in the end a lot more robust and futureproof
- 08 Apr 2016, 23:15
- Forum: Game Development
- Topic: A remake for KKND?
- Replies: 11
- Views: 6895
Re: A remake for KKND?
I forgot the exact mechanics, but KKnD was a fairly standard RTS, so you wouldn't need that much code. Maybe one gadget for the resource gathering, which hopefully could be copied from another Spring project. But can you model, skin and texture?
- 03 Mar 2016, 01:37
- Forum: General Discussion
- Topic: Those of you who don't use Lobbies, How do you Launch Spring?
- Replies: 17
- Views: 6311
Re: Those of you who don't use Lobbies, How do you Launch Spring?
Would you mind sharing? It's mostly in KP . The Lua is inside the mod archive: /LuaUI/Widgets/kp_spring_direct_launch.lua /LuaRules/Gadgets/libs/FillModSpecific.lua /LuaRules/Gadgets/libs/ColorConversion.lua /LuaRules/Gadgets/libs/GenerateGame.lua /LuaRules/Gadgets/libs/WriteScript.lua The C is in ...
- 02 Mar 2016, 21:38
- Forum: General Discussion
- Topic: Those of you who don't use Lobbies, How do you Launch Spring?
- Replies: 17
- Views: 6311
Re: Those of you who don't use Lobbies, How do you Launch Spring?
I have written C code and Lua code to generate script.txt, but they were for single player.
- 14 Feb 2016, 00:43
- Forum: Game Development
- Topic: custom shaders versus inbuilt shaders
- Replies: 18
- Views: 7676
Re: custom shaders versus inbuilt shaders
My point was more that I see Spring as mean to enable people who can't or don't want to write their own engine to still be able to make their RTS game. If you let the simple interfaces die and require modders/game makers to write shader code, then it loses its appeal.
- 10 Feb 2016, 19:43
- Forum: Engine
- Topic: New gl.UnitShape is less useful
- Replies: 13
- Views: 4839
Re: New gl.UnitShape is less useful
Shader may be much more powerful, but also much less friendly, than Spring's Lua OpenGL Api.
- 10 Feb 2016, 02:18
- Forum: Off Topic Discussion
- Topic: Istrolid is now released on Steam
- Replies: 18
- Views: 8459
Re: Istrolid
Your website crashed my Firefox thrice in a couple minute. :-( You hurt my eye by misspelling Challenge! I thought I could control my little ship, but then it appears the gameplay is more akin to Gratuitous Space Battle? I found the right click. It's a regular RTS, about securing resources and build...
- 27 Jan 2016, 01:58
- Forum: General Discussion
- Topic: Real time mesh-map updates?
- Replies: 5
- Views: 2166
Re: Real time mesh-map updates?
You can use the Spring Lua API to change the heightmap and to execute OpenGL calls, so I guess you sorta could. But then I'm not sure I understood your question. Also, are you aware that the relief of Spring maps is done via a heightmap, not via meshes?