gamedata/LockLuaUI.txt - Page 2

gamedata/LockLuaUI.txt

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

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trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Forboding Angel
Do you have a backup method for showing team color? The xray shader
widget requires (ya, you guessed it), GLSL shaders to work properly. You
might want to provide an alternate method for clients that don't support
shaders (something like team platters?). Also note that you can use the
basic lua UnitRendering support to render units much faster with the
xray shader than you can with the widget (models need only be drawn once).

And just to keep the post on topic ... good luck blocking specific widgets.
Whether it be by name, by checksum, or by content sweeps, you aren't
likely to block someone for very long. Note that lua does support self-
modifying code ;-)
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TechnoTone
Posts: 165
Joined: 23 Aug 2005, 22:02

Post by TechnoTone »

Forboding Angel wrote:The dps widget is another great example, having a visual representation of damage done is very helpful to players because seeing an orange or red bar is only marginally helpful in comparison.
I initially found it interesting but I never really found it useful and, in fact, eventually found it to be more of a distraction when there was a lot going on. Please, if you do include this in a mod don't force it upon the players. It's not as if a mod will depend upon it for gameplay so should it not be up to the player whether to enable it or not?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

trepan wrote:Forboding Angel
Do you have a backup method for showing team color? The xray shader
widget requires (ya, you guessed it), GLSL shaders to work properly. You
might want to provide an alternate method for clients that don't support
shaders (something like team platters?). Also note that you can use the
basic lua UnitRendering support to render units much faster with the
xray shader than you can with the widget (models need only be drawn once).

And just to keep the post on topic ... good luck blocking specific widgets.
Whether it be by name, by checksum, or by content sweeps, you aren't
likely to block someone for very long. Note that lua does support self-
modifying code ;-)
Well, platters was my backup option, but if you could help me get the basic lua UnitRendering up and running I imagine that would be more desirable at any rate. I had at one point tried to catch you in the lobby regarding this, but you didn't answer like you normally did, I I just kinda assumed you were busy rockin your porn star girlfriend's b0x3n or eating , or something. But anyway, if you wouldn't mind, I'll try to catch you in the lobby at some point and maybe you could help me get it all sorted?

Due to wife and kid my times to work and stuff tend to be a bit spotty, but on thursday, friday, sat and sun I should be able to do a lot of work (she's starting a new job so it'll just be me and Alex at home after I get off work). Thanks for the info dude, and I had guessed to a small extent, but I was really hoping that I was wrong. :roll:
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

TechnoTone wrote:
Forboding Angel wrote:The dps widget is another great example, having a visual representation of damage done is very helpful to players because seeing an orange or red bar is only marginally helpful in comparison.
I initially found it interesting but I never really found it useful and, in fact, eventually found it to be more of a distraction when there was a lot going on. Please, if you do include this in a mod don't force it upon the players. It's not as if a mod will depend upon it for gameplay so should it not be up to the player whether to enable it or not?
That's because you used it with 3do models. It looks terrible on 3do's. On s3o's the way spring renders them is much smoother so it looks really nice and soft and quite pleasing to the eye. 3do + xray shader = total fail.
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TechnoTone
Posts: 165
Joined: 23 Aug 2005, 22:02

Post by TechnoTone »

Forboding Angel wrote:That's because you used it with 3do models. It looks terrible on 3do's. On s3o's the way spring renders them is much smoother so it looks really nice and soft and quite pleasing to the eye. 3do + xray shader = total fail.
I was referring to the DPS widget.

Upon re-reading your post, however, I don't think you are suggesting forcing it to be enabled after all. You are just packaging it with the mod but it can still be disabled. Is that right? If so, ignore me - I'll go now. ;)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

TechnoTone wrote:
Forboding Angel wrote:That's because you used it with 3do models. It looks terrible on 3do's. On s3o's the way spring renders them is much smoother so it looks really nice and soft and quite pleasing to the eye. 3do + xray shader = total fail.
I was referring to the DPS widget.

Upon re-reading your post, however, I don't think you are suggesting forcing it to be enabled after all. You are just packaging it with the mod but it can still be disabled. Is that right? If so, ignore me - I'll go now. ;)
Yep everything will be on/offable except the gadget stuff of course (morphing). But from what I've seen, most people really like the dps widget to be enabled cause it gives a pretty accurate measurement to go by.

Edit: Sorry, I didn't mean to de-rail the thread :(
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