Mood is a thing for - Page 6

Mood is a thing for

Discuss maps & map creation - from concept to execution to the ever elusive release.

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zoggop
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Re: Mood is a thing for

Post by zoggop » 28 Feb 2012, 09:04

It works! Apparently all that culling of pointless unitdef params was good, and all I needed was to put transportSize = 10000 back in. I thought it was unnecessary because after reading http://springrts.com/wiki/Units-UnitDefs#Transports I dyslexiaed transportSize and transportMass (size defaults to 0, mass defaults to 100000).

Now to work out some kinks...
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PicassoCT
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Re: Mood is a thing for

Post by PicassoCT » 28 Feb 2012, 12:00

Thumping in epic thread..

Image2
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zoggop
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Re: Mood is a thing for

Post by zoggop » 29 Feb 2012, 19:28

worm obstacle navigation system not perfect, but that must be a feature, because worms can't be too smart

in any case, how do i get sworm's LOD to not be a brown square?
Image

same worm up close:
Image

or i could just set their icon distance lower than their LOD distance (speaking of which, i need to make a sand worm icon)
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zoggop
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Re: Mood is a thing for

Post by zoggop » 01 Mar 2012, 03:03

PS aside from the LOD thing, everything seems to be running smoothly. Give it a go if you like before I actually release anything to springfiles. And it might be good to have someone other than my brother and I test it if it gets put into any other map.

edit: i forgot about sound--this def. needs sound (ha ha, get it?)
(and this topic should be renamed "zoggop mumbles to himself")
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PicassoCT
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Re: Mood is a thing for

Post by PicassoCT » 01 Mar 2012, 14:00

One question... if modeled a Kiwi (the Bird) as a Unit, could that sandworm swallow it? ;)
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zoggop
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Re: Mood is a thing for

Post by zoggop » 02 Mar 2012, 00:21

I would feel sorry for the poor Kiwi. One question... HOW DOES I LODS?!
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knorke
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Re: Mood is a thing for

Post by knorke » 02 Mar 2012, 07:20

if Spring.GetMapOptions().sand_worms == "0" then
spoonguard danger!!! protect yourself!
in any case, how do i get sworm's LOD to not be a brown square?
could be this: http://springrts.com/wiki/Trouble-shoot ... aring_Unit

wormXZ[wID]
wormTarget[wID]
bestDist[wID]
:arrow:
worm[wID].x
worm[wID].z
worm[wID].blabla
Makes many things easier eg:
local function wormDie(wID)
worm[wID] = nil
end

instead of reseting all tables manually.

there are roughly 33 game frames per second
30
Image

In function wormTargetting() you could skip alot of stuff if at the start you do if isEmergedWorm[uID]
Give it a go if you like
too lazy to copy the stuff in some map to test :/

With MoveCtrl instead of attach'ing the worm could also swallow buildings and units that react lolzy to being attached, try attaching an aircraft :roll:
There is some function to read piece position in world coordinates.

Also it is absolutely essential that bigger units do not get swallowed whole but are bitten into pieces.
Like the cookiemonster that does not eat cookies but just enjoys throwing crumbles in the air :roll:
Try if you can make unit pieces explode from a gadget, maybe:

Code: Select all

env = Spring.UnitScript.GetScriptEnv(unitID)		
if (env) then 
local pieceNumber = math.random (0,table.getn(Spring.GetUnitPieceList  (unitID))) --random piece
local exploType = exploType = SFX.FALL + SFX.NO_HEATCLOUD
Spring.UnitScript.CallAsUnit(unitID, env.Explode, pieceNumber, exploType) end
(lus-units only, not tested)
Spring.MarkerAddPoint(x, y, z, "Worm Sign")
Spring.MarkerErasePosition(x, y, z)
kinda dislike when widgets do this because it erases drawings in a radius around x,y,z.
But I guess it is up to the mod to add some better MiniMapPing (x,y,z) function. (iirc zK has that, at least i remember circles on the minimap if something gets attacked. Not sure if useable by other wupgets)
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zoggop
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Re: Mood is a thing for

Post by zoggop » 02 Mar 2012, 07:58

Thanks knorke!

I'm also not really a fan of the the whole adding a marker point and erasing it thing, but I was feeling too lazy to write something that does essentially the same thing, but more aesthetically & without accidentally erasing other marker points. :-P

Just tried it out in a 1v1 game, and discovered that worm chases airplanes like a dog chasing a laser pointer. LOL need to add an if.
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PicassoCT
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Re: Mood is a thing for

Post by PicassoCT » 09 Mar 2012, 22:49

Now.. i came out here.. into the sandbox..i waited..
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zoggop
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Re: Mood is a thing for

Post by zoggop » 09 Mar 2012, 23:02

hope you brought a thumper

much progress: sounds, lod fixed, sworm no longer ghosts as a penis, less shitty radar icon, targetting prioritization, little lightning arcs on the sand, working on a worm sign notification widget that's not just markeraddpoint&markerremoveposition (pink lightning bolt icon instead!).

(in other words, the project is not dead)
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PicassoCT
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Re: Mood is a thing for

Post by PicassoCT » 09 Mar 2012, 23:46

the spice must flow.. now...
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zoggop
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Re: Mood is a thing for

Post by zoggop » 14 Mar 2012, 06:16

spice flows

http://ge.tt/1DQeSyE

alas, no munching bit-by-bit or sworms that come in small, medium, and large... yet.
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FabriceFABS
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Re: Mood is a thing for

Post by FabriceFABS » 08 Sep 2013, 12:27

Hi zoggop !

You know I rencently told you that the game didn't start with your fun map on BA 7.81 + Spring 94.1
After investigations, seems that :
It starts VS kbots only.

To be sure, knorke helped me for tests.
1 human VS 1 human >> doesn't work
1 human + NullAI VS 1 human + NullAI >> Works

Would you have a look to knorke report :
[12:11:35] <[ACE]Serveur_II> <[ACE]FabriceFABS> Oh !!
[12:11:36] <[ACE]Serveur_II> <[2up]knorke> oho
[12:11:46] <[ACE]Serveur_II> <[2up]knorke> there is mistake in gadget
[12:12:06] <[ACE]Serveur_II> <[2up]knorke> sometimes to allow AIs to play the map better
[12:12:12] <[ACE]Serveur_II> <[2up]knorke> but due to bug it fails..
[12:12:20] <[ACE]Serveur_II> <[ACE]FabriceFABS> So what is the pb exactly ?
[12:12:33] <[2up]knorke> function gadget:AllowCommand(unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOpts, cmdTag, synced)
[12:12:43] <[2up]knorke> [...]
[12:12:44] <[2up]knorke> if aiPresent then
[12:13:01] <[2up]knorke> and then many stuff, but non of that matters because with no AI, it is never run
[12:13:11] <[2up]knorke> and then at end there is just "end", no return true
[12:13:15] <[2up]knorke> so all commands get blocked
[12:13:30] <[ACE]Serveur_II> <[ACE]FabriceFABS> It's a minor fix of the map then ?
[12:13:38] <[ACE]Serveur_II> <[2up]knorke> yea i think
[12:13:44] <[ACE]Serveur_II> <[ACE]FabriceFABS> Sorry I'm real noob about spring dev :/
[12:13:48] <[ACE]Serveur_II> <[2up]knorke> guess the idea was to prevent AIs from building stupid things on sand or something
Thx ! :-)
Regards.
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zoggop
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Re: Mood is a thing for

Post by zoggop » 08 Sep 2013, 12:41

thanks for looking into this and knorke seeing what's wrong! i think he may have mentioned this to me before, because the fix is present in the code i have backed up on my computer, but not in the archive on springfiles.

i'll rerelease it with some optional sand worms
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FabriceFABS
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Re: Mood is a thing for

Post by FabriceFABS » 08 Sep 2013, 13:03

Thx you VM.

Would you PM me for autohost's update :-) ?

Regards
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zoggop
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Re: Mood is a thing for

Post by zoggop » 09 Sep 2013, 18:51

Is there a way to test a map with two human players on the same computer? I tried running both an installed and a portable version of spring and playing on a local server. As you might expect, this didn't go over well.

a lot of

Code: Select all

[f=0000000] Error: (13) C:\Users\zoggop\spring-94.1\spring.exe(skirmishAiCallback_DataDirs_getWriteableDir+0x3689d8) [0x00B92F78]
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knorke
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Re: Mood is a thing for

Post by knorke » 10 Sep 2013, 01:06

zoggop wrote:Is there a way to test a map with two human players on the same computer?
Yes, I just did yesterday to test http://springrts.com/phpbb/viewtopic.ph ... 04#p547326
just two seperate engine installs should work...
Maybe hang is due to something else, first try it with mod+map you surely know is working. Also maybe windowed mode is better.
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zoggop
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Re: Mood is a thing for

Post by zoggop » 10 Sep 2013, 07:12

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zoggop
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Re: Mood is a thing for

Post by zoggop » 10 Sep 2013, 22:32

Anyone else having Pepe Ampere's problem?
I dont see mapOptions you talk about in any lobby.
Works fine in springlobby on windows for me. Map options are hidden at the bottom, below all the game options, but that's normal.
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qray
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Re: Mood is a thing for

Post by qray » 10 Sep 2013, 23:04

Whooo, really nice map!
And the worm / dangereous sand thing is fabulous :-)

ps: map options work on linux and springlobby for me, too.
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