HeadHunter's feature requests

HeadHunter's feature requests

Requests for features in the spring code.

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HeadHunter
Posts: 53
Joined: 15 May 2007, 12:33

Mapping

Post by HeadHunter »

I have found one big bug in the map's smd. Why is it impossible to set the solar power for the map? Maybe it should be done cause in casse of cloudy weather there must be no solar power...
And, by the way, it would be nice if you have added a possibility to make some units that would be lighting the way on the night maps...
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Mapping

Post by Neddie »

HeadHunter wrote:I have found one big bug in the map's smd. Why is it impossible to set the solar power for the map? Maybe it should be done cause in casse of cloudy weather there must be no solar power...
And, by the way, it would be nice if you have added a possibility to make some units that would be lighting the way on the night maps...
If you could create a new thread, detailing your request and your reasons, that would be helpful. This thread is more of a rules post about asking for new features, rather than an area to ask for new features.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Solar power is not a map attribute, the solar unit simply has an energy production value.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

You can use Lua to change the Solar's output in the upcoming version of Spring. Here is an example.
The problem is that you'd have to take into account that different mods and mod versions can be played on your map.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Split into a new thread.

HeadHunter
Please read the thread's topic before posting into it.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

Even OTA had a SolarPower tag in its maps, and even then it wasn't used. Spring doesn't support it, and solar output is set via FBI files, so it can be different in each mod.
Lua way is good, but it cannot detect non-TA clone solars (since it's programmed to look for ARMSOLAR and CORSOLAR) and so is limited to XTA, AA, BA, CA, whateverA mods.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

The "lua way" is packaged with the mod.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

I understand the original poster wanted this feature on a per-map basis, not per-mod. Such as applying a miltiplier to all solar power output depending on map author's view on his map (solar collectors won't do much good on a night map, for example, but can be super-effective on an atmosphereless always bright moon map).
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Probably possible with some LuaGaia hackery.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

LuaRules can parse the map SMD file (SM3?).

Alternatively, you could use inter-script communications.
Define a GetSolarScale(altitude) in LuaGaia/main.lua, and
call Spring.LuaGaia.GetSolarScale(alt) from LuaRules/main.lua.
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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

I requested this feature months ago...

And it got a very cold and unwelcome answer from old time members... :roll:
Nevertheless it would be a great addition to the game
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