Search found 1173 matches
- 11 Jan 2009, 21:42
- Forum: Art & Modelling
- Topic: REQ: S3O normal-maps
- Replies: 18
- Views: 4502
Re: REQ: S3O normal-maps
I don't know what format yall are going to use for your heightmaps, but I suggest you standardize on a format the also contains the normalized depth component, example: channels: R(0) Nx (Normal X component) G(1) Ny (Normal Y component) B(2) Nz (Normal Z component) A(3) Dp (normalized depth) You can...
- 08 Jan 2009, 03:17
- Forum: Feature Requests
- Topic: Caves, bridges
- Replies: 18
- Views: 1560
Re: Caves, bridges
Spring.MoveCtrl.SetGravity()
be wary of incompetence.
be wary of incompetence.
- 07 Jan 2009, 05:29
- Forum: Game Development
- Topic: FBI Unitinfo Tags
- Replies: 38
- Views: 3235
Re: FBI Unitinfo Tags
unitname = "gmsnipercustom",
should probably be:
unitName = unitName,
alternatively, after the table definition:
unitDef.unitName = unitName
or
unitDef['unitName'] = unitName
should probably be:
unitName = unitName,
alternatively, after the table definition:
unitDef.unitName = unitName
or
unitDef['unitName'] = unitName
- 06 Jan 2009, 08:19
- Forum: Game Development
- Topic: FBI Unitinfo Tags
- Replies: 38
- Views: 3235
Re: FBI Unitinfo Tags
The Spring C++ code no longer knows anything of FBI files. FBI files are actually parsed by lua code that is included in springcontent.sdz (the change came with a significant speed-up over the engine's boost based TDF parser). The best term to use would be "unitDef tags". Note that luadefs...
- 04 Jan 2009, 20:38
- Forum: Engine
- Topic: Translate the GUI
- Replies: 8
- Views: 983
Re: Translate the GUI
Look at the top of layout.lua. IIRC, the now defunct
gui_tooltips.lua also used the same mechanism (or
at least the one on my machine did).
gui_tooltips.lua also used the same mechanism (or
at least the one on my machine did).
- 23 Nov 2008, 07:01
- Forum: Art & Modelling
- Topic: Minimap at bottom? how?
- Replies: 62
- Views: 5375
Re: Minimap at bottom? how?
IIRC, it only applies changes during Initialize() and ViewResize()
call-ins (so you can still resize it). It would also be easy to have
the widget kill itself after initialization.
call-ins (so you can still resize it). It would also be easy to have
the widget kill itself after initialization.
- 23 Nov 2008, 06:03
- Forum: Art & Modelling
- Topic: Minimap at bottom? how?
- Replies: 62
- Views: 5375
Re: Minimap at bottom? how?
minimap_relative.lua
(I think it was in SVN at one point)
(I think it was in SVN at one point)
- 19 Nov 2008, 18:30
- Forum: Feature Requests
- Topic: block sharing option
- Replies: 10
- Views: 1311
Re: block sharing option
wrong? how so?
(besides the fact that your quoted version got truncated...)
(besides the fact that your quoted version got truncated...)
- 16 Nov 2008, 17:37
- Forum: Feature Requests
- Topic: block sharing option
- Replies: 10
- Views: 1311
Re: block sharing option
Related gadgets are already included in springcontent:
https://spring.clan-sy.com/svn/spring/t ... s/Gadgets/
P.S. They probably haven't been tested in a while.
https://spring.clan-sy.com/svn/spring/t ... s/Gadgets/
P.S. They probably haven't been tested in a while.
- 09 Nov 2008, 21:09
- Forum: Engine
- Topic: LUA startscripts deprecated?
- Replies: 2
- Views: 457
Re: LUA startscripts deprecated?
I don't think that I finished adding ModValidMaps as an engine check.
That should probably be done before removing the old start scripts.
That should probably be done before removing the old start scripts.
- 30 Oct 2008, 17:46
- Forum: Help & Bugs
- Topic: Summary of Console Command
- Replies: 4
- Views: 709
Re: Summary of Console Command
Don't know if anyone has been keeping it up to date:
http://spring.clan-sy.com/websvn/filede ... rev=0&sc=0
http://spring.clan-sy.com/websvn/filede ... rev=0&sc=0
- 30 Oct 2008, 06:34
- Forum: Lua Scripts
- Topic: Reading mod data and write into files (for modinfo.adune.nl)
- Replies: 5
- Views: 728
Re: Reading mod data and write into files (for modinfo.adune.nl)
Code: Select all
r6154 | trepan | 2008-07-12 12:18:39 -0300 (Sat, 12 Jul 2008) | 9 lines
- added the lua2php.cpp script
- a decent test for the unitsync LuaParserAPI
- saves all "defs.lua"definitions to a php compatible file
- added the LuaTable::GetType() calls
(they return the lua.h type enums)
- 28 Oct 2008, 01:11
- Forum: Lua Scripts
- Topic: MapOptions.lua and possible usefull functions ? *Request*
- Replies: 23
- Views: 4000
Re: MapOptions.lua and possible usefull functions ? *Request*
Fair enough. You're right, I'm wrong. Have fun
- 27 Oct 2008, 23:06
- Forum: Engine
- Topic: Deprecate TD start scripts?
- Replies: 16
- Views: 1514
Re: Deprecate TD start scripts?
"removed from the engine" -- TdfParser is the engine's interface to TDF
- 27 Oct 2008, 22:03
- Forum: Lua Scripts
- Topic: MapOptions.lua and possible usefull functions ? *Request*
- Replies: 23
- Views: 4000
Re: MapOptions.lua and possible usefull functions ? *Request*
"MapOptions can be used with TDF *.smd files" -- not useful? At the end of mapinfo.lua: if (Spring.GetMapOptions and mapInfo.defaultoptions) then local optsFunc = VFS.Include('maphelper/applyopts.lua') optsFunc(mapInfo) end Note that there's also a setupopts.lua in the same directory. Sorr...
- 27 Oct 2008, 21:12
- Forum: Engine
- Topic: Deprecate TD start scripts?
- Replies: 16
- Views: 1514
Re: Deprecate TD start scripts?
TdfParser is only required for script.txt, and SM3 maps, iirc.
edit: I forgot, the old lua startscripts use it too.
(this all relating to the engine, and not AIs, etc...)
edit: I forgot, the old lua startscripts use it too.
(this all relating to the engine, and not AIs, etc...)
- 27 Oct 2008, 20:38
- Forum: Lua Scripts
- Topic: MapOptions.lua and possible usefull functions ? *Request*
- Replies: 23
- Views: 4000
Re: MapOptions.lua and possible usefull functions ? *Request*
A couple of hints:
- MapOptions can be used with TDF *.smd files
- maps are loaded via mapinfo.lua, take a look there
- MapOptions can be used with TDF *.smd files
- maps are loaded via mapinfo.lua, take a look there
- 23 Oct 2008, 20:33
- Forum: Lua Scripts
- Topic: Stupid Lua Question- GLSL Shader Integration
- Replies: 33
- Views: 3031
Re: Stupid Lua Question- GLSL Shader Integration
bumpmapping -- too easy, too 90's, no fun
relief mapping, had a picture lying around here somewhere...
relief mapping, had a picture lying around here somewhere...
- 12 Oct 2008, 19:06
- Forum: General Discussion
- Topic: Spring & Mods translation?
- Replies: 12
- Views: 1504
Re: Spring & Mods translation?
See the top of layout.lua for command button language
localization. I also had unit name / description language
localization started in the gui_tooltip.lua widget (which has
since been removed, iirc).
localization. I also had unit name / description language
localization started in the gui_tooltip.lua widget (which has
since been removed, iirc).
- 11 Sep 2008, 23:37
- Forum: Feature Requests
- Topic: Starting point placement that isnt dumb
- Replies: 23
- Views: 2145
Re: Starting point placement that isnt dumb
AllowStartPosition()