Idea:A WYSIWYG for spring.

Idea:A WYSIWYG for spring.

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Super Mario
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Idea:A WYSIWYG for spring.

Post by Super Mario »

Can be use for mod making, bug testing, singleplayer making, AI testing and or making. Don't see why spring doesn't have one.
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Forboding Angel
Evolution RTS Developer
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Re: Idea:A WYSIWYG for spring.

Post by Forboding Angel »

What?

Wysiwyg means literally: What You See Is What You Get

How does this apply to spring in your vision? Your explanation/description is beyond vague.
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Idea:A WYSIWYG for spring.

Post by Pressure Line »

A unified editor program? What functions do you want? 3D modelling? Texturing? unitdefs? weapondefs? movetypes? random Lua?

Agreed Forb, OP gets 0/10 for being too vague.
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thesleepless
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Re: Idea:A WYSIWYG for spring.

Post by thesleepless »

That said, being able to modify all unit settings in game would be awesome for testing balance and such.

3d modelling and texturing are a bit beyond the scope i'd say.
But map editing could be done since we can terraform anyway, just allow exporting the heightmap.
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zwzsg
Kernel Panic Co-Developer
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Re: Idea:A WYSIWYG for spring.

Post by zwzsg »

Don't see why spring doesn't have one.
Yes, what are you waiting for? Make one, now!
Can be use for mod making, bug testing, singleplayer making, AI testing and or making.
To bugtest, make single player mission, and test AI, I simply use Spring.exe.


Anyway, yesterday I woke up with a genial idea. I hesitated a bit before sharing such a brillant idea, but then I figured I wouldn't have enough motivation to do it myself anyway. But then I thought, hey, it could be a community project! Cause we're a community, right? So, here is my idea:
- Make a good Spring game.
Don't see why spring doesn't have one. Oh and don't forget to credit me once you've made it, since it was MY idea after all.
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Licho
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Re: Idea:A WYSIWYG for spring.

Post by Licho »

Idea: perpetum mobile!

Can be used to make energy out of nothing! Will solve world's energy crisis and global warming too!

Can't see why we don't have one already!
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zwzsg
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Re: Idea:A WYSIWYG for spring.

Post by zwzsg »

thesleepless wrote:That said, being able to modify all unit settings in game would be awesome for testing balance and such.
Take a look into \docs\cmds.txt:

/editdefs [0|1] -- requires /cheat,
-- allows lua writing to UnitDefs, FeatureDefs, and WeaponDefs


Though I don't really know what it does. In fact I was looking for a command to reload all unitdefs when I found this. :P
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Gota
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Re: Idea:A WYSIWYG for spring.

Post by Gota »

Licho wrote:Idea: perpetum mobile!

Can be used to make energy out of nothing! Will solve world's energy crisis and global warming too!

Can't see why we don't have one already!
I have one right here in my living room.
If i could get some funding the world's energy problems would be over.
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Karl
Panzerstahl Developer
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Re: Idea:A WYSIWYG for spring.

Post by Karl »

zwzsg wrote: /editdefs [0|1] -- requires /cheat,
-- allows lua writing to UnitDefs, FeatureDefs, and


now it would be nice if there is one for cegs to
so that i dont need to restart everytime just to see some few changes..

also i think he means kinda like a ingame SDK or something similar with it
Last edited by Karl on 02 Sep 2010, 12:46, edited 1 time in total.
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Wombat
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Re: Idea:A WYSIWYG for spring.

Post by Wombat »

trolls
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knorke
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Re: Idea:A WYSIWYG for spring.

Post by knorke »

for lua theres /luaui reload and turning it on and off and on in F11

Idea: knorke
Is pretty awesome and everything.
Can't see why you don't give him money already!

pff you deleted your post?
well i did not start paint for nothing :/
Image

oh and for maps there are some editors. names are featureplacer, worldbuilder and springmapedit or something.
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CarRepairer
Cursed Zero-K Developer
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Re: Idea:A WYSIWYG for spring.

Post by CarRepairer »

Super Mario wrote:Explanation about the new model format in the "Art & Modeling" section would be nice you know.
Super Mario wrote:
Peet wrote:
Super Mario wrote:quote="hoijui"] 95% of other games on windows use DirectX, which is also the reason why they are not released for Linux btw (-> no, we will not use DirectX), while spring uses OpenGL. [/quote

Spring can always go though SC2 route and support directx and open GL.
Do you have any idea how much abstraction and refactoring, not to mention the reimplementation of the whole rendering system that would entail? Spring could also cure cancer. Get on it.
Where the hell did you think that I imply that it's going to be easy?
Super Mario wrote:
Kloot wrote:
Super Mario wrote:Importer script for blender would be better for me.
So make one? ;)
You think that I know how?
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Wombat
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Re: Idea:A WYSIWYG for spring.

Post by Wombat »

amazing pic knorkor
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Forboding Angel
Evolution RTS Developer
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Re: Idea:A WYSIWYG for spring.

Post by Forboding Angel »

knorke gets 10/10 on the gota scale.
Super Mario
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Re: Idea:A WYSIWYG for spring.

Post by Super Mario »

[quote="CarRepairer"][/quote]
Point? (what? it doesn't let me quote the quotes? :/)
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Hoi
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Re: Idea:A WYSIWYG for spring.

Post by Hoi »

Super Mario wrote:Can be use for mod making, bug testing, singleplayer making, AI testing and or making. Don't see why spring doesn't have one.
Maybe it's better to wonder WHY it does not have this.
Super Mario
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Joined: 21 Oct 2008, 02:54

Re: Idea:A WYSIWYG for spring.

Post by Super Mario »

Forboding Angel wrote:What?

Wysiwyg means literally: What You See Is What You Get

How does this apply to spring in your vision? Your explanation/description is beyond vague.
Sorry for not explaining. It was very late.
Anyways, the editor can be used to spawn uints without using the builder and such. Allow to code lua in real time without truing spring on and off all the time. (blender has this type of thing? Can't remember) Anyways lets say your a mod and your currently balancing some uints.
you want to see the 50 units of x vs 30 uints of y is balance.
You spend around 5-10 minutes setting up the battle.
You saw a balance promblem.
you exit spring to edit files
you start spirng to spend another 5-10 minutes
if fails rise and repeat.
While the editor that I have in mine
you want to see the 50 units of x vs 30 uits of y is balance.
you spend around 5-10 minutes setting up the battle
you save the uints postions
you saw a balacne promblem
you edit the files while the game is running
you load the save file of uints postions.

you have a files of units postion that you use for testing
you run the files one after another with the feature that determens it pass or not.
Anyway thats the part of it. Don't want to expain every bit without making this a wall of text.
sorry for typos.
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thesleepless
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Re: Idea:A WYSIWYG for spring.

Post by thesleepless »

You can easily spawn a bunch of units of certain types

/cheat
/give 10 armpw 0 (give 10 peewees to first player, places at mouse cursor)
/give 10 corak 1 (give 10 aks to second player)

as for modifying the unitdefs in game.

/editdefs seems to allow editing of this, but how you actually go about this i'm not sure.
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KaiserJ
Community Representative
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Re: Idea:A WYSIWYG for spring.

Post by KaiserJ »

ye, you can do that stuff fairly easily with various aspects of the /cheat menu

in a way spring is its own wysiwyg :P

something that allowed me to use all of the various utilities for spring within the game? that would be amazing. but i doubt it'll ever happen

edit : we already have a perfectly good zwzsg, they even sound sort of the same phonetically.
Super Mario
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Joined: 21 Oct 2008, 02:54

Re: Idea:A WYSIWYG for spring.

Post by Super Mario »

thesleepless wrote:You can easily spawn a bunch of units of certain types

/cheat
/give 10 armpw 0 (give 10 peewees to first player, places at mouse cursor)
/give 10 corak 1 (give 10 aks to second player)

as for modifying the unitdefs in game.

/editdefs seems to allow editing of this, but how you actually go about this i'm not sure.
That's not the point.... The point is that to set up a battle via gui then save it for future testing, have the units duke it out with each other then edit the lua files in real time, not specifically referring to the unitdefs. That and the ability to import units real time for testing. The editors pupose is to increase productivity.
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