Need togroundweapon=1; and general BAWWING - Page 2

Need togroundweapon=1; and general BAWWING

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Forboding Angel
Evolution RTS Developer
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Re: Need togroundweapon=1;

Post by Forboding Angel »

That may be spillover from 75b2 when it didn't work.

Maybe custom cats were fixed in 76b1. I apologize. I honestly can't remember.

For quite some time before 76b2 came out I was deving specifically only in svn builds
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smoth
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Re: Need togroundweapon=1;

Post by smoth »

I don't know, if cats broke, I am sure fang and I would bitch as we use them a lot.
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KDR_11k
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Re: Need togroundweapon=1;

Post by KDR_11k »

They worked back when I made GINTA and that was before CEGs existed.
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Forboding Angel
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Re: Need togroundweapon=1;

Post by Forboding Angel »

Well it was only the custom categories that were broken. The hardcoded TA ones still worked.

Which is why all my aircraft are in the VTOL Category instead of AIR and ground units are in NOTAIR instead of GROUND (had to sort thru all those files 3 times before I figured out that custom cats were'nt working :().

I didn't really care for VTOL/NOTAIR because they seemed as though it would be somewhat ambiguous to someone looking on where as ground/air is very much indicitive of what this unit is, etc, etc, etc.

It's jsut been a string of things that have pushed me to a sort of breaking point. You beat your head against an invisible wall long enough, eventually you're gonna get pretty pissed off.

BTW this is the complete wrong place to ask this but meh, while I'm whining...

Bos/cob is not very new user friendly in the form of the call ins and stuff. Is there any way that some of the newer callins could be documented by someone who knows how to use them in the wiki? The onles immediately relevant to my interests are ShotX and Blockshot.

Call me a COB nub or whatever, but it's not like cob is very well documented in terms of usage. I can do what I need to do most of the time, it's just when I need something special, I hit said invisible wall, which is frustrating, cause how in the heck am I gonna figure out what units from other mods use those callins? That is other than sort thru bos files one by one :|
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lurker
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Re: Need togroundweapon=1; and general BAWWING

Post by lurker »

That's what the search function is for.
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Forboding Angel
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Re: Need togroundweapon=1; and general BAWWING

Post by Forboding Angel »

Does anyone remember back when i first started mapping? There were no adequate tutorials, and very little in the way of resources for new mappers to follow. Run a search for "Pathways of Destruction" and take a walk down memory lane.

Well i kinda fixed that. Did an ultra detailed tutorial (with the help of Ice as well), and now new mappers pop out of the woodwork.

Well I see the same soirt of issue with modding. It's an extremely hard thing to get into with booby traps lining hte way (In terms of time spent). Unfortunately, this isn't something I can just fix sort of like what I helped do in the mapping sector. Mapping at it's basis is fairly simple. Moddin is a completely different animal requiring you to be a jack of all trades and very little in the way of helptexts to guide you.

Are you aware that searching the wiki for "FBI" turns up nothing like it should. That's because someone labeled the article as FBI:Units and other some such practices.

This sort of thing is very frustrating. The same thing used to happen when searching for SMD (I believe it has since been fixed).

Unfortunately, I am in now way qualified to make some sort of noob tutorial for modding, because there are too many facets of it, and I don't know all of them. I could list what I do, but if it's not optimal way to do it then I've essentially provided flawed info. Which brings me to another point, that is the majority of us that are capable to some extent spend nearly all free time working on out mods. It becomes a pretty big setback when we have to spend time either looking for answers or feeding the wiki.

Any solutions to this?

If someone could come up with some sort of outline for what to do and how to do it, I can fill in as much as possible for my part.
Last edited by Forboding Angel on 27 May 2008, 21:53, edited 1 time in total.
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Pxtl
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Re: Need togroundweapon=1; and general BAWWING

Post by Pxtl »

lurker wrote:That's what the search function is for.

Code: Select all

There is no page titled "COB". You can create this page.

For more information about searching Spring, see Help.
No page title matches
No page text matches

Note: Unsuccessful searches are often caused by searching for common words like "have" and "from", which are not indexed, or by specifying more than one search term (only pages containing all of the search terms will appear in the result). 
Plz fix three-letter-minimum in Wiki search system kthxbye.
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lurker
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Re: Need togroundweapon=1; and general BAWWING

Post by lurker »

The search is for looking in the bos files. :roll:
I'm in full agreement that the documentation is bad on this.
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Evil4Zerggin
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Re: Need togroundweapon=1;

Post by Evil4Zerggin »

Forboding Angel wrote:Call me a COB nub or whatever, but it's not like cob is very well documented in terms of usage. I can do what I need to do most of the time, it's just when I need something special, I hit said invisible wall, which is frustrating, cause how in the heck am I gonna figure out what units from other mods use those callins? That is other than sort thru bos files one by one :|
1. If you're looking for examples of code, try using find-in-files (if your text editor doesn't have it, get one that does; I recommend Crimson Editor or Notepad++); this will save you from looking through files manually. Also useful for searching through the engine source, although understanding it is a different matter.

2. I'll work on some callin documentation at http://spring.clan-sy.com/wiki/COB_Callins .
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smoth
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Re: Need togroundweapon=1; and general BAWWING

Post by smoth »

Modding is more complicated then mapping. One cannot write a start to finish mod tutorial as it would span a small thesis paper in just info. Covering all tags, idiosyncrasies and possible issues, it is too much. Yeah someone can say these are the X parts you need for a script but understanding how to think and code correctly isn't that simple. It takes a lot of independant work. These booby traps are just getting stuck figuring out solutions.

Luckily there are tons of examples to look at. That is why this site and TAU are useful. reading other people's code and learning from it. There are many many mods with ample shit, hell you have access to more mods then most people starting from scratch. I WISH I had as many examples as there are now back when I started gundam. You are going to get stuck, ask for help, search the forum. BE PATIENT with those who do try to help you.

Can a basic bear bones mod be made yes, however critical thinking is required. While mapping does require creativity it is not as complicated as working on code. Mapping does require creativity but a lot of the thought is done after you do layout and metal. Coding is not the same it requires a lot more thought. We cannot make a tutorial saying go a-b-c except for simple examples like a tank or aircraft.
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Pxtl
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Re: Need togroundweapon=1; and general BAWWING

Post by Pxtl »

I haven't looked into the zipped tutorials, but I can't even find a language reference or an API reference. Basically everybody is relying on example code and reading engine code, which is effectively no documentation whatsoever at all.

I learned LUA just fine from the many Lua books online quite quickly and easily. The engine documentation for Lua is clumsy, but exists. Cob/bos is not like that.
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Forboding Angel
Evolution RTS Developer
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Re: Need togroundweapon=1; and general BAWWING

Post by Forboding Angel »

Pxtl wrote:I haven't looked into the zipped tutorials, but I can't even find a language reference or an API reference. Basically everybody is relying on example code and reading engine code, which is effectively no documentation whatsoever at all.

I learned LUA just fine from the many Lua books online quite quickly and easily. The engine documentation for Lua is clumsy, but exists. Cob/bos is not like that.

^^ This is pretty much what I was getting at.

I can do jsut about anything that I need to in cob if I have an example to look at, but if I don't have an example of something I've never used before, I'm screwed.
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smoth
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Re: Need togroundweapon=1; and general BAWWING

Post by smoth »

yeah there are bos/cob source file references, I may still have it stored on my HD. Hell there used to be a chart for laser color. There is a documentation for it all.

also I need a listing of things that are OOH soo baaw to learn.. whatever it is, everything from sfxoccupy to if() what is it that you people cannot understand. give me a listing. I will see what I can dig up. Fair warning if it is something like what is a logical operator I will not explain that due to nerdrage.
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KDR_11k
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Re: Need togroundweapon=1; and general BAWWING

Post by KDR_11k »

I started writing a BOS reference once, didn't get very far but it might be useful anyway.
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BOS Ref WIP.zip
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Forboding Angel
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Re: Need togroundweapon=1; and general BAWWING

Post by Forboding Angel »

Wella basic understanding if programming in high level languages isn't something the community should really be expected to teach imo.

That should come in handy KDR, thanks!

Smoth, If I can come up with anything besides shotx and blockshot I'll maek postiness. Thanks!
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yuritch
Spring 1944 Developer
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Re: Need togroundweapon=1;

Post by yuritch »

Forboding Angel wrote:Well it was only the custom categories that were broken. The hardcoded TA ones still worked.
That might have been because of 32 category limit. If the limit is hit, there is a message (something like 'Too many categories, missed FOOBAR') at the start of the game (look into infolog.txt). The game still runs though, it's only the extra categories that aren't working.
OTA-based mods have quite a few categories already (infact BOTA exceeds the limit AFAIR), so if you tried to add to those, little wonder your categories didn't work.
Also, there is this little piece of code in CategoryHandler.cpp:

Code: Select all

        // Remove some categories that we don't think we need since we have too few of them.
        if (categories.find(name) == categories.end()) {
                if (name.find("ctrl") != std::string::npos
                 || name.find("arm") != std::string::npos
                 || name.find("core") != std::string::npos
                 || name.find("level") != std::string::npos
                 || name.find("energy") != std::string::npos
                 || name.find("storage") != std::string::npos
                 || name.find("defensive") != std::string::npos
                 || name.find("extractor") != std::string::npos
                 || name.find("metal") != std::string::npos
                 || name.find("torp") != std::string::npos)
                        return 0;
Looks like the engine simply ignores some category names no matter what, maybe yours were in that list?
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lurker
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Re: Need togroundweapon=1; and general BAWWING

Post by lurker »

Evo has few categories, and AIR and GROUND aren't on that list. It was very odd when they wouldn't work.
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