Random additions to the wiki

Random additions to the wiki

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Random additions to the wiki

Post by Gnomre »

http://taspring.clan-sy.com/wiki/Mod_Development:Armor
http://taspring.clan-sy.com/wiki/Units:Download_TDF
http://taspring.clan-sy.com/wiki/Units:Textures
http://taspring.clan-sy.com/wiki/Mod_De ... nt:Cursors
http://taspring.clan-sy.com/wiki/Mod_De ... t:Gamedata
http://taspring.clan-sy.com/wiki/Units:Buildpics
http://taspring.clan-sy.com/wiki/Mod_Development:Spawn

Though zwzsg has already pointed out a slight inaccuracy on the Download TDF page. I'll fix it later if he doesn't. In any case, it's a lot of data, so there's bound to be one or two other small goofs (especially considering I wrote this stuff during the 0.5 days of the engine) in it. Feel free to make any such corrections, or to clean up the markup. That wiki specific crap really confuses me, give me straight HTML or give me death :P

I'm going to add a page covering all the tags in FBI files and a page covering the intricacies of the archive formats and their relationships in spring tonight when I'm less sleepy, so watch out. I only didn't add them now because, like I said, they were written with an outdated engine in mind, so they need some touching up.

Oh, someone needs to go through and link to them in other parts of the wiki as well.
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Post by SeanHeron »

Well done ! I haven´t checked them all out yet, but its good to see that people are interested in getting the wiki up to shape.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

As promised,

http://taspring.clan-sy.com/wiki/Units:FBI
http://taspring.clan-sy.com/wiki/Mod_De ... t:Archives

Someone needs to add the bitmaps data to the Archives page, though. I'm not up to date on how all of that works.

Feel free to tweak any other data/markup too.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

http://taspring.clan-sy.com/wiki/Units:FBI

MetalUse The distance the unit must have on every side to remain cloaked. If another unit moves into this area, the unit uncloaks. MinCloakDistance=90;

I don't make FBIs, but this is wrong I think... I would fix... but I don't know if I'm right or now...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Hmm, oops :D I fixed it, thanks for pointing that out.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Added a few lines here and there and there.

I doubt that the coloring you did on the FBi really has any meaning. I'm sure many of those mandatory tags can be discarded and the unit will works fine.

One can see clearly where all that info comes from, but it's not all Springified yet. For instance TransportCapacity doesn't only tell the number of unit that can be transported, but is also something that must be here to allow the use of attach-unit and drop-unit. Last time I tried there was a bug in Spring, and y was always blocked and not always open. Where are the repulsor tags?

Anyway, nice effort Gnome.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

The repulse tags are part of weapon TDFs :P

And many of those mandatory tags I've tested myself, or looked in the source code to see what they are used for. I'm fairly confident about them.

Obviously you have more experience with transports, given the nature of your scripts, so add the info! I haven't had any heightmap problems in Spring yet, but then again I haven't extensively tested every single one. 'y' hasn't given me many problems that I can recall, though..
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

You can check the recent changes to see all that I did... but I've been adding cross-linking and compiling information into the same place... a little bit of formatting too
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

http://taspring.clan-sy.com/wiki/Getting_Started

I think this will be a good page when it's done, the content I put there would eventually be put on it's own page like "Getting_Started:Playing Your First Game" or something...
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

http://taspring.clan-sy.com/wiki/Category:Mods

Doo Doo Do DOOO!!!!

start making "Category:BLAH" pages
then any pages with the line "[[Category:BLAH]]" in them will show up automatically at the end of the "Category:BLAH" page...

wiki is awsomes!!!
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Ah, I suspect the Cursors were my TACW problem, gee, thanks for telling me Gnomey :P :wink:
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

People don't like me making new topics for this, so post-resurection it is...

Could someone who knows how they work fix the firestate, Select AI and move state sections in the wiki here: http://taspring.clan-sy.com/wiki/Using_Spring

I think we're almost done with this thing
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

http://taspring.clan-sy.com/wiki/Using_ ... Fire_State

is that humour or is it vandalism? I'm too tired to tell the difference anymore... and I'm far too lazy to fix it tonight...
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

I think itsa mix of humor and vandalism. Anyways, I fixed it. Go have a look.

As for Category pages, the Category:Mods is going well. Also, by adding {{Category:*Insert Category*}} to the end of a page, it displays the text in the Category page on the Page that its in. If that makes any sense at all...

Just look at the bottom of any one of the Mod pages. There is a nice white table thing. that is put in there simply by adding {{Category:Mods}} to the bottom of each page.



A category suggestion: Guilds. aGorm has already made a Map Makers Guild page, and I was wondering if we should make, say a Modders guild, Dev Guild, AI Guild, Wiki Guild, ect. Just a random thought
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

AIGuild: The nature fo ti doesnt merit ti when combined with the nubmer of people. We're all one man teams working for a single project. Unless you're talking about AI interface upgrades =D
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Well if you made a guild, it would encorage new people to come join you and stat working on their own AI's, or helping you make your current ones. But If you really dont like the idea, then I just wont make one.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Yah but what would the do? NTAI has changed a lot and could easily change a lot very quickly as could JCAI, and everytime ZcAIn is released it's like a huge leap from the previous version. I'd gladly accept help but unless you're working on the engine and its itnerfaces I dunno.

However creating utility classes like cains mex class and my html logger or soemthign to handle matrixes better or place buildings more accurately would be of help to everybody in AI.
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