TeamCircles - Page 3

TeamCircles

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

Moderator: Moderators

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

Re: TeamCircles

Post by aegis »

Image

0.5.5 changelog:
  • added support for arbitrary shapes (not just circles), and included rectangles for buildings
  • thusly renamed to UnitShapes instead of UnitCircles
  • fixed an error involving unitdefs
  • fixed bug where newly created units wouldn't instantly have a circle
  • reduced highlight brightness by half
  • plays better with other opengl code by using push/popattrib
  • uses GetVisibleUnits instead of GetAllUnits
Attachments
unit_shapes_0.5.5.lua
(15.41 KiB) Downloaded 26 times
User avatar
Jazcash
Posts: 5306
Joined: 08 Dec 2007, 17:39

Re: TeamCircles

Post by Jazcash »

Interesting. Most interesting.
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: TeamCircles

Post by aegis »

0.5.6:
fixed a possible widget crash
Attachments
unit_shapes_0.5.6.lua
(15.44 KiB) Downloaded 135 times
SkyStar
Engines Of War Developer
Posts: 23
Joined: 08 Jul 2009, 15:05

Re: TeamCircles

Post by SkyStar »

I love it.
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: TeamCircles

Post by manolo_ »

wow thats awesome and a superb evolution ;)
User avatar
AF
AI Developer
Posts: 20686
Joined: 14 Sep 2004, 11:32

Re: TeamCircles

Post by AF »

Epic win!
User avatar
MisterBenn
Posts: 21
Joined: 19 Apr 2010, 15:50

Re: TeamCircles

Post by MisterBenn »

I'm really liking this widget. Are the shapes user configurable? I preferred a round shape for buildings as sometimes they are placed in a marginally imperfect grid and the rectangles exaggerate the odd look sometimes.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: TeamCircles

Post by slogic »

Can you disable drawing a shape if object is not visible?
Attachments
screen00077.jpg
(178.38 KiB) Downloaded 2 times
Lelousius
Posts: 11
Joined: 22 Jul 2010, 19:37

Re: TeamCircles

Post by Lelousius »

well .. That conflicts with some other idea
I wanted the circle to be allways visible
( it should not be clipped when a unit climbs up a hill )
This results in that you can see that effect when
units are hidden behind some worldgeometry too
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: TeamCircles

Post by aegis »

if my engine patch gets accepted/added, I'll update this to show ally selections

MisterBenn wrote:I'm really liking this widget. Are the shapes user configurable?
well, you can edit the widget yourself
it's not hard to find where shape is set to circle or square
I preferred a round shape for buildings as sometimes they are placed in a marginally imperfect grid and the rectangles exaggerate the odd look sometimes.
isn't this due to the building's vertical location? maybe I could smooth it out...
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: TeamCircles

Post by jK »

aegis wrote:if my engine patch gets accepted/added, I'll update this to show ally selections
bad luck
I saw this (that selections are broadcasted by the engine) and already tried to remove it, but it seems to be a bit more complicated (trepan's wait commands make usage of it). So I couldn't remove it yet, but it clutters the code that much that it will be removed sooner or later for sure.
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: TeamCircles

Post by aegis »

what? spring requires you to know a player's selected units when commands are issued that affect selected units (selections currently only get sent when commands are issued to units)

so I really have no idea what you just said.
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: TeamCircles

Post by jK »

aegis wrote:what? spring requires you to know of all players' selected units when commands are issued that affect selected units (selections currently only get sent when commands are issued to units)
That only affects trepan's wait commands and they are integrated in a very unclean way ...
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: TeamCircles

Post by aegis »

:/

cleaner SelectionChanged for allies isn't a priority at all? (CA currently uses a selectionsend widget to accomplish exactly this via luamsg)
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: TeamCircles

Post by jK »

aegis wrote:cleaner SelectionChanged for allies isn't a priority at all? (CA currently uses a selectionsend widget to accomplish exactly this via luamsg)
no, also lua can do it much better (compressing it etc.)
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: TeamCircles

Post by aegis »

and by polling!
User avatar
Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Re: TeamCircles

Post by Falcrum »

This widget need fix for 0.82.3. When I play earlier vesrion of Spring Engine ( BA ) all works good, but now my fps decreased from 100 to 1-3fps with this widget :/

i7 920
GF GTX260
Last drivers
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6238
Joined: 29 Apr 2005, 01:14

Re: TeamCircles

Post by FLOZi »

Are you using spring.exe or spring-multithreaded.exe?
User avatar
Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Re: TeamCircles

Post by Falcrum »

It does not matter which ... On both works poorly.
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: TeamCircles

Post by aegis »

pretty sure I remember playing fine with 0.82.3 on my 240m
Post Reply

Return to “Lua Scripts”