Breaking Changes - 95.0+

Breaking Changes - 95.0+

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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knorke
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Breaking Changes - 95.0+

Post by knorke » 07 Mar 2012, 01:34

http://springrts.com/wiki/EngineChangelogForContentDevs

When adding something important to that page, just write "bump" in the thread as notification.
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Forboding Angel
Evolution RTS Developer
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Re: Make your game ready for next Spring release!

Post by Forboding Angel » 13 Mar 2012, 11:14

Might want to mention that someone broke some shit with:

! remove the following Lua consts: wdef[id].areaOfEffect, wdef[id].maxVelocity & wdef[id].onlyTargetCategories
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zwzsg
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Re: Make your game ready for next Spring release!

Post by zwzsg » 14 Mar 2012, 01:56

also wdef[id]:pairs
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abma
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Re: Make your game ready for next Spring release!

Post by abma » 14 Apr 2013, 03:51

*bump*

added removal of "mods" folder & new folder structure.
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Silentwings
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Re: Make your game ready for next Spring release!

Post by Silentwings » 14 Apr 2013, 10:56

Am I right in thinking that a .sdz/.sd7/.sdd file is read/used in exactly the same way by spring regardless of which content folder it is placed in?
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abma
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Re: Make your game ready for next Spring release!

Post by abma » 14 Apr 2013, 15:29

Silentwings wrote:Am I right in thinking that a .sdz/.sd7/.sdd file is read/used in exactly the same way by spring regardless of which content folder it is placed in?
yep. also should be possible to place a map in the games folder... but please don't do that :)
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smoth
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Re: Make your game ready for next Spring release!

Post by smoth » 20 Apr 2013, 00:51

Silentwings wrote:Am I right in thinking that a .sdz/.sd7/.sdd file is read/used in exactly the same way by spring regardless of which content folder it is placed in?
maps are mod(ule)s, they just have the maps dir to help organize content
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Google_Frog
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Re: Make your game ready for next Spring release!

Post by Google_Frog » 29 Apr 2013, 17:33

The weapon indexing change is to be kept http://springrts.com/mantis/view.php?id=3702.

Usernames with underscores in them haven't been able to log in to the wiki since forever.
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knorke
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Re: Make your game ready for next Spring release!

Post by knorke » 29 Apr 2013, 20:41

^- added.
for wiki login just make new account without the underscore like text in redbox proposes..
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FLOZi
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Re: Make your game ready for next Spring release!

Post by FLOZi » 01 May 2013, 22:55

knorke wrote:^- added.
for wiki login just make new account without the underscore like text in redbox proposes..
Pretty sure your interpretation is wrong. Scripts won't have to be changed and the 'not-firing' was unintentional and now fixed. Gadgets that use the weapon related functions will need to be altered --> will give obvious luarules crashes.
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knorke
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Re: Make your game ready for next Spring release!

Post by knorke » 02 May 2013, 01:15

yes maybe, didnt really read the mantis report but it seems to have enought info.
Scripts won't have to be changed
only if unit_script.lua basecontent gets changed like this
https://code.google.com/p/zero-k/source ... script.lua ?
in mantis that was suggested (by kingraptor) but idk if it will be done?
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FLOZi
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Re: Make your game ready for next Spring release!

Post by FLOZi » 02 May 2013, 08:30

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FLOZi
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Re: Make your game ready for next Spring release!

Post by FLOZi » 25 Aug 2013, 04:53

Major breaking change - Easy fix

https://github.com/spring/spring/commit ... 22d0a9e9f8

If you use armor.txt -> no change required

If you use armourdefs.lua -> remove the 'conversion snippet' i.e. the following:

Code: Select all

for categoryName, categoryTable in pairs(armorDefs) do
  local t = {}
  for _, unitName in pairs(categoryTable) do
    t[unitName] = 1
  end
  armorDefs[categoryName] = t
end
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knorke
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Re: Make your game ready for next Spring release!

Post by knorke » 25 Aug 2013, 04:58

(95.0)
added some more:
http://springrts.com/wiki/EngineChangel ... pring_95.0

I added changes from 25 Aug backwards to Aug 09, 2013
The changelog was not updated for a while so it is not complete yet.
Please help looking through the commits, which ones are of interesst for gamedevs wrt breaking things.
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FLOZi
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Re: Make your game ready for next Spring release!

Post by FLOZi » 25 Aug 2013, 13:52

Changes to lua API functions controlling Projectiles:

https://github.com/spring/spring/commit ... e51b14dfae

Spring.GetProjectileSpin* functions are deprecated, instead use:

Code: Select all

Spring.GetPieceProjectileParams(number projectileID) -->
    number explosionFlags, number spinAngle, number spinSpeed,
    number spinVector.x, number spinVector.y, number spinVector.z
https://github.com/spring/spring/commit ... 0834eee0ac

GetProjectileTarget now returns a number instead of a string to indicate target-type
GetProjectileTarget now always returns two arguments (if given projectileID is valid)
SetProjectileTarget now takes a number instead of a string to indicate target-type
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knorke
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Re: Breaking Changes - 95.0+

Post by knorke » 25 Aug 2013, 14:18

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FLOZi
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Re: Breaking Changes - 95.0+

Post by FLOZi » 25 Aug 2013, 14:58

Another biggy

https://github.com/spring/spring/commit ... 3246739b0c

After 95.0 the following keys will be nil when accessed from lua (unitdef tags themselves are unchanged):

Code: Select all

    .builder
    .floater
    .canDGun
    .canCrash
    .isCommander
    .moveData
    .type
    .maxSlope


Some are replaced by more is* functions for all unit-types known to Spring; the complete list as of 95.0 is:

Code: Select all

	isTransport
	isImmobile
	isBuilding
	isBuilder
	isMobileBuilder
	isStaticBuilder
	isFactory
	isExtractor
	isGroundUnit
	isAirUnit
	isStrafingAirUnit
	isHoveringAirUnit
	isFighterAirUnit
	isBomberAirUnit
.moveData is replaced with .moveDef which already exists in 94.1
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Silentwings
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Re: Breaking Changes - 95.0+

Post by Silentwings » 01 Sep 2013, 10:05

I caught a fish: https://github.com/spring/spring/commit ... f4ca63a198 changes aircraft breakrate by a factor of 10. (I think this change was intended only to apply to aircraft but actually a slightly change was applied to all so wait and see what results!)
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Silentwings
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Re: Breaking Changes - 95.0+

Post by Silentwings » 01 Sep 2013, 16:43

another one: UnitDamaged has projectileID added to its argument list (so it now matches UnitPreDamaged). I updated the callins page on wiki.
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Kloot
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Re: Breaking Changes - 95.0+

Post by Kloot » 07 Sep 2013, 20:18

The following applies only to games that use a custom gadget handler.

For 95.0, you should:

1) remove your copy of callins.lua if not already done (it's deadweight unless your gadgets.lua for some reason does not include the base-content version)

2) in your copy of gadgets.lua, either add local CallInsList = CALLIN_LIST; local CallInsMap = CALLIN_MAP after the Include(... 'callins.lua' ...) line OR replace all references to CallInsList and CallInsMap by CALLIN_LIST and CALLIN_MAP

3) remove the local callInLists = {...} table in your copy of gadgets.lua and replace all references to callInLists by CALLIN_LIST (or by CallInsList depending on your choice in step 2)
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