SaveGame v. 0.6 - Page 7

SaveGame v. 0.6

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: SaveGame v. 0.6

Post by aegis »

forb, you have ssh to evo, can't you just wget? <_<
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: SaveGame v. 0.6

Post by R-TEAM »

Hi,
Forboding Angel wrote:I grabbed it and am now uploading to evolutionrts.info/maps. I had to download it at 56k modem speeds :evil:

edit: Done, Link:
http://evolutionrts.info/maps/arachnoma ... FIXED].sd7
he,he - i have to throttle/restrict Anonymous user on my server ;)
Dont need to waste bandwidht/power on anon┬┤s .... :P
But it works.
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Forboding Angel
Evolution RTS Developer
Posts: 14655
Joined: 17 Nov 2005, 02:43

Re: SaveGame v. 0.6

Post by Forboding Angel »

Well the connotation was, it's only 8.8 megs. Instead of making one of us download it at 5.5kbps for nearly an hour, spend 5 minutes of your own time upload it to a decent filehost.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: SaveGame v. 0.6

Post by Argh »

OK, checked it out. Basically, that was yet-another project using yet-another ancient version of CA's morph script, which in turn is so crappy and ancient that it relies on things that don't exist, and breaks other stuff.

So, I fixed the morph script and got rid of the junk, and I'm giving the changes to CA's crew to check to make sure that it works well enough to quit distributing main.lua files that have been changed mainly just to support some of trepan's old code.

With this version of the Lua, both Morph and Save seem to work:
Download here.
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: SaveGame v. 0.6

Post by R-TEAM »

Hi,

thanks Argh ;)
I know it is a ancient mod :oops:
But it is the only one with this Feeling (Ants ; )
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