Search found 100 matches
- 04 Jun 2017, 19:28
- Forum: Feature Requests
- Topic: Would it be possible to put unit models in unsynced space?
- Replies: 8
- Views: 7837
Re: Would it be possible to put unit models in unsynced space?
For models you'd need to hide the real model and draw another one manualy, can't fully replace a model since they also affect synced things (time to aim, weapon emit points...), which also somewhat limits the extend to which you can visually plausibly replace models. If you want a different synced-m...
- 11 May 2017, 11:11
- Forum: Map Creation
- Topic: Really nice trees, could they replace engine default ones?
- Replies: 33
- Views: 19649
Re: Really nice trees, could they replace engine default ones?
Any recent advances? Is this planned to happen in the near future?
- 11 May 2017, 10:21
- Forum: Feature Requests
- Topic: ValidAIs.lua
- Replies: 128
- Views: 60668
Re: ValidAIs.lua
Good, let them die.If AAI/RAI/etc aren't bundled with the engine they're basically dead
- 06 Apr 2017, 21:54
- Forum: Help & Bugs
- Topic: Why does spring 103 dedicated use so much cpu?
- Replies: 16
- Views: 3411
Re: Why does spring 103 dedicated use so much cpu?
ZK uses dedicated for Windows and it doesn't seem to suck ass. Perhaps ask someone with ZK server access to compare the setup.
- 09 Mar 2017, 19:37
- Forum: Balanced Annihilation
- Topic: BA Freezing problem.
- Replies: 9
- Views: 2355
- 21 Feb 2017, 16:46
- Forum: Lua Scripts
- Topic: How does Spring.SetSquareBuildingMask() work?
- Replies: 9
- Views: 1951
Re: How does Spring.SetSquareBuildingMask() work?
For one thing, so the mask only covers that one single point? Or does sizex/y divided by (8*2) essentially make it cover a 1x1 footprint (assuming my math in my head is right this would be correct). The callout itself sets the mask of a 0.5 x 0.5 footprint (note that when you build a 1x1 building i...
- 13 Feb 2017, 20:56
- Forum: Game Development
- Topic: Improving the 'New Dev' Experience
- Replies: 23
- Views: 6172
Re: Improving the 'New Dev' Experience
(offtopic)
You don't need a lobby for that. Modoptions can be imparted to spring.exe through startscript:The only time I use a lobby is when I'm testing modoptions.
Code: Select all
[GAME]
{
[MODOPTIONS]
{
gamemode = lob;
wub = 567;
}
}
- 13 Feb 2017, 20:33
- Forum: Lua Scripts
- Topic: [LUS] Multi-weapon unit script erroring out
- Replies: 3
- Views: 1258
Re: [LUS] Multi-weapon unit script erroring out
As far as I know that's also the case in COB.in LUS unlike cob, each weapon needs a different signal
- 06 Feb 2017, 17:14
- Forum: Off Topic Discussion
- Topic: How to attatch link to a word?
- Replies: 2
- Views: 1218
Re: How to attatch link to a word?
Code: Select all
[url=http://springrts.com]Spring[/url]
- 25 Jan 2017, 23:36
- Forum: Balanced Annihilation
- Topic: Would anyone slit their wrists if sniper shots were made visible?
- Replies: 71
- Views: 30511
Re: Would anyone slit their wrists if sniper shots were made visible?
They do.Picasso, Unitdefs don't have access to modoptions
- 24 Jan 2017, 13:13
- Forum: Community Blog
- Topic: [misc] LuaMex for all! Complete engine mex replacement!
- Replies: 10
- Views: 9546
Re: [misc] LuaMex for all!
Also credit to CarRepairer whose EasyMetal was the original.
- 24 Jan 2017, 00:45
- Forum: Balanced Annihilation
- Topic: Would anyone slit their wrists if sniper shots were made visible?
- Replies: 71
- Views: 30511
Re: Would anyone slit their wrists if sniper shots were made visible?
One advantage of a sound is that you can hear it from other places while visuals require you to actively be watching when something happens. Compare with Starcraft "nuclear launch detected": if there was no announcement but the full targeting reticle was visible, newbs would be worse off b...
- 24 Jan 2017, 00:04
- Forum: Balanced Annihilation
- Topic: Would anyone slit their wrists if sniper shots were made visible?
- Replies: 71
- Views: 30511
Re: Would anyone slit their wrists if sniper shots were made visible?
Additionally, a firing sound in many cases can sound more or less the same as an explosion, as a result "Make the sound louder" provides even less input for the receiving end to process. Use a unique sound. Edit: urgh, the sound-culling note was on the other page. I think there was a way ...
- 13 Jan 2017, 18:08
- Forum: Lua Scripts
- Topic: Texture mipmaps
- Replies: 4
- Views: 1751
Re: Texture mipmaps
Code: Select all
min_filter = GL.LINEAR_MIPMAP_NEAREST,
- 12 Jan 2017, 17:36
- Forum: Lua Scripts
- Topic: Texture mipmaps
- Replies: 4
- Views: 1751
Re: Texture mipmaps
Thanks! Looks like the '!' is already contained in gl.CreateTexture return value.
However after taking this into account the code still does not work.
However after taking this into account the code still does not work.
- 31 Dec 2016, 15:17
- Forum: Lua Scripts
- Topic: Texture mipmaps
- Replies: 4
- Views: 1751
Texture mipmaps
ZK custom map texture is grainy and according to the comments this is caused by having no mipmap. So the solution is to generate a mipmap for the custom texture and there is a gl.GenerateMipmap callout which I wanted to use: gl.GenerateMipmap("!" .. textureID) Spring.SetMapSquareTexture(x...
- 03 Dec 2016, 03:38
- Forum: Lua Scripts
- Topic: LuaRules vs LuaGaia
- Replies: 1
- Views: 868
LuaRules vs LuaGaia
LuaGaia and LuaRules are almost equal.
So: what is Gaia for? As far as I can tell it's mostly legacy, is this correct? If not, when should I use Gaia over Rules?
So: what is Gaia for? As far as I can tell it's mostly legacy, is this correct? If not, when should I use Gaia over Rules?
- 27 Nov 2016, 02:11
- Forum: Lua Scripts
- Topic: My stupid widget doesn't work: Bawww
- Replies: 2
- Views: 2061
Re: My stupid widget doesn't work: Bawww
L33
Edit: oops old thread, probably already solved
Code: Select all
return ud and ud.unitName == "eorb"
Code: Select all
return ud and ud.name == "eorb"
- 14 Sep 2016, 02:40
- Forum: Lua Scripts
- Topic: Detecting a specific AI in the game
- Replies: 4
- Views: 1478
Re: Detecting a specific AI in the game
Two sets: if (gadgetHandler:IsSyncedCode()) then return end Therere is no "short" name, what you're getting is the shortest you can get (the other available name is just the bot's nick). LuaAIs have to be packed inside the mod anyway so you always know your entire full set of AIs -- just p...
- 29 Jun 2015, 07:43
- Forum: Lua Scripts
- Topic: Can a spectator take over for an ai player?
- Replies: 10
- Views: 1568
Re: Can a spectator take over for an ai player?
LuaAI can use the PlayerChanged call-in to check if someone joined the AI team to disable itself.
The gadget that calls AssignPlayerToTeam can also notify the LuaAIs itself through GG.
The gadget that calls AssignPlayerToTeam can also notify the LuaAIs itself through GG.