OMG STOP OVERUSING LUA - Page 2

OMG STOP OVERUSING LUA

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Tribulex
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Re: OMG STOP OVERUSING LUA

Post by Tribulex »

Hey moderators. You all are really cool, but I would appreciate if you all would stop deleting my carefully constructed insults. I want people to know how I feel about trademark and his whining.
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KDR_11k
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Re: OMG STOP OVERUSING LUA

Post by KDR_11k »

TradeMark wrote:XML OMGGGGG


you are from hell.
XML is the current standard for text based data storage. Spring is migrating towards using one file format for all text data, it's either XML or Lua and there's already a Lua interpreter in Spring.
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Forboding Angel
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Re: OMG STOP OVERUSING LUA

Post by Forboding Angel »

And lua allows for callins, callouts, lots of other cool stuff and, oh, Functions.

GGxml
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TradeMark
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Re: OMG STOP OVERUSING LUA

Post by TradeMark »

Forboding Angel wrote:And lua allows for callins, callouts, lots of other cool stuff and, oh, Functions.
NO. NO. NO.
maps are images and variables, not a fucking programs that you run with scripting.

the program part is meant to be made inside Spring engine.

why the fuck we call this Spring engine if we go make our own map formats because spring is incapable of doing certain things in your maps?
KDR_11k wrote:
TradeMark wrote:XML OMGGGGG


you are from hell.
XML is the current standard for text based data storage. Spring is migrating towards using one file format for all text data, it's either XML or Lua and there's already a Lua interpreter in Spring.
who the fuck gives a shit what is standard and not, TDF is enough for storing variables.
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KDR_11k
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Re: OMG STOP OVERUSING LUA

Post by KDR_11k »

TDF is enough but so is Lua and since we have a Lua interpreter in the engine it's easy to standardize all data files to Lua. You can even write a TDF parser in Lua to provide backwards compatibility without bloating the engine!
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TradeMark
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Re: OMG STOP OVERUSING LUA

Post by TradeMark »

KDR_11k wrote:TDF is enough but so is Lua and since we have a Lua interpreter in the engine it's easy to standardize all data files to Lua. You can even write a TDF parser in Lua to provide backwards compatibility without bloating the engine!
stfu.

lua is too much.

"data files to Lua" haha troll.
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Soul
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Re: OMG STOP OVERUSING LUA

Post by Soul »

Tribulex wrote:Trademark, seriously go lick a cock or a lollipop or something and stop your yammering. Lua is better than tdf because its an actual programming language. This allows you to for example import data for all planes from a central file, or do math in the actual file. Its no longer data, its a program. Ur srsly such a twat for making this thread..... just confirms the fact that you are a srs nutcase/douchebag
Is there any specific reson why a map should be a program, and not just images with variable data?
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TradeMark
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Re: OMG STOP OVERUSING LUA

Post by TradeMark »

Wow, someone agrees with me.

Seems like there is hope...
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PicassoCT
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Re: OMG STOP OVERUSING LUA

Post by PicassoCT »

well the moar there is to programm the less mappers- every step reduces the contributorsbase by 15% so i think, after the smd, the features and the other troubles we will have about four or five people left who really can make maps. Great Suxxxes
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TradeMark
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Re: OMG STOP OVERUSING LUA

Post by TradeMark »

fuck yeah!

I've seen others doing great map lua scripts, like the new fog. But for some f**king reasons engine devs are not willing to add that as an engine feature and option to enable it in your map... just like there is the other fog system too, that you can also modify to fit your map appearance.

Now if i want to add this fog, i have two choices... 1) make it myself, 2) find the code and figure out how to use it and copypaste some files and bla bla bla. instead of just 3) fogtype=2;
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zwzsg
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Re: OMG STOP OVERUSING LUA

Post by zwzsg »

TradeMark wrote:Now if i want to add this fog, i have two choices... 1) make it myself, 2) find the code and figure out how to use it and copypaste some files and bla bla bla.
And every new Spring version, your map breaks so you have to spend a day fixing it, and also your map crash 20% for the player base and the fog doesn't show for another 20% and you only find out that after 6 month, and when you ask why, you're told to STFU NOOB because "it's fixed in CA" but when you attemtp to copy the lua from CA you end up having to pull half of all the .lua files of CA but then you regular lua code stop working because you had to pull some incompatible Lua handlers and then jK post he'll ignore you becaused you dared speak about it.
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TradeMark
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Re: OMG STOP OVERUSING LUA

Post by TradeMark »

exactly.

First there were only one possibility that could crash: Spring Engine.

Then came widgets. This gave 2 more possibilities to crash: Widgets or Mod gadgets/widgets.

Now we can crash even the map because of lua shit.

IS this what we want?

And think of all the desyncs this can cause...
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KDR_11k
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Re: OMG STOP OVERUSING LUA

Post by KDR_11k »

So are we talking about Lua as the data file format or Lua widgets/Gaia?
Master-Athmos
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Re: OMG STOP OVERUSING LUA

Post by Master-Athmos »

Well I'm fine with exchanging the tdf syntax with the Lua syntax for setting the relevant variables. I also don't like some of the rising "complexity" on the map sector though. It starts with maps acting as mods and goes up to including rendering relevant features like fog or weather on a map file basis. I don't think that this is the way things should evolve while I can understand that people write their Lua feature placers as that has many advantages. For things like that there should exist some sort of unified maybe engine side solutions though...
Satirik
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Re: OMG STOP OVERUSING LUA

Post by Satirik »

there should be a default lua file that loads the old tdf file if not overrided by the map ...
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TradeMark
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Re: OMG STOP OVERUSING LUA

Post by TradeMark »

Master-Athmos wrote:Well I'm fine with exchanging the tdf syntax with the Lua syntax for setting the relevant variables. I also don't like some of the rising "complexity" on the map sector though. It starts with maps acting as mods and goes up to including rendering relevant features like fog or weather on a map file basis. I don't think that this is the way things should evolve while I can understand that people write their Lua feature placers as that has many advantages. For things like that there should exist some sort of unified maybe engine side solutions though...
YEAH.

It seems like the engine is being developed less and less in the future, and only few basic things will be added, and most of the new stuff is completely mod/map-dependant by lua scripting. This means that the "engine" loses its meaning and people actually build their own engines with lua.

If someone invents a great lua script, it should be considered to be added straight into the engine so everyone can use it without scripting / copypasting / screaming with multiple lua files.
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aegis
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Re: OMG STOP OVERUSING LUA

Post by aegis »

TradeMark wrote:added straight into the engine
then we can't modify it anywhere near as easily, and bugs can break the entire engine, instead of a single script's operation
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TradeMark
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Re: OMG STOP OVERUSING LUA

Post by TradeMark »

well... then make it in the engine, as a lua script? then if it crash, it wont break whole engine? effect would be same as now, but much more better usability for the features.

But simple things like fog shouldnt be scripted in lua... no way they can crash lol.
Last edited by TradeMark on 05 Apr 2010, 18:45, edited 1 time in total.
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CarRepairer
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Re: OMG STOP OVERUSING LUA

Post by CarRepairer »

We'll stop overusing lua when Finland wins the Eurovision song contest.
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TradeMark
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Re: OMG STOP OVERUSING LUA

Post by TradeMark »

CarRepairer wrote:We'll stop overusing lua when Finland wins the Eurovision song contest.
we already did :(
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