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by zwzsg
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...
by zwzsg
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.
by zwzsg
18 Oct 2016, 20:25
Forum: Engine
Topic: Does anyone use the engine with one letter command line flags?
Replies: 13
Views: 5644

Re: Does anyone use the engine with one letter command line flags?

Couple monthes ago I implemented a GetOpt in C:
GetOpt.c
GetOpt.h
by zwzsg
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.
by zwzsg
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.
by zwzsg
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.
by zwzsg
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.
by zwzsg
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.
by zwzsg
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 ...
by zwzsg
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...
by zwzsg
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...
by zwzsg
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.
by zwzsg
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

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
I'd say checking for canfly is the more robust and futureproof way, compared to listing unitdefs! :wink:
by zwzsg
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?
by zwzsg
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 ...
by zwzsg
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.
by zwzsg
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.
by zwzsg
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.
by zwzsg
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...
by zwzsg
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?

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