Missions now online! - Page 3

Missions now online!

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

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Missions now online!

Post by knorke »

Make a widget that creates a function called WG.ShowMessageBox and the mission editor will use that function to display message boxes, instead of the ugly message box with no buttons.
Must be included in the mod or would I put it?
/edit
screenshot of rightclick menu
mouse pointer does not show up on screenshot but it is over "Move Down"
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Last edited by knorke on 18 Nov 2010, 02:15, edited 1 time in total.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Missions now online!

Post by Argh »

Glad you liked the P.E.N.G.U.I.N., personally I think Scud Hunt would be quite fun and have repeat value, ala the wonderful mini-games of Plants vs. Zombies et al.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Missions now online!

Post by Licho »

Knorke, try disabling HW acceleration for WPF
http://msdn.microsoft.com/en-us/library/aa970912.aspx
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Missions now online!

Post by knorke »

HKEY_CURRENT_USER\SOFTWARE\Microsoft\Avalon.Graphics\DisableHWAcceleration

cant find that entry.
tried adding it, no difference.
Then tried turning of hw acc. in windows, no difference again.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Missions now online!

Post by knorke »

i made a unit "tptrigger_meteorstorm" that does nothing but kill itself right after creation.
the spacerocks.lua gadget notices that and throws down some rocks at its location.
This way I wanted to controll meteorstorms in a mission.
It works when doing /cheat /give tptrigger_meteorstorm

When creating the same unit with the mission editor create unit event, spring complains blabla recursive not allowed:
http://pastebin.ca/1997497

now wat.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Missions now online!

Post by knorke »

knorke wrote:spring complains blabla recursive
got it working...

now working menu please.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Missions now online!

Post by knorke »

:shock: :shock: :shock: General Anteater is back! 8) 8) 8)
Play the "CT Test Mission"!


Image
You did not think he would be gone, did you?
*More ms paint briefing pictures than last time!
*command tanks 'n shit
*omg stuff falls from the sky
*playtime 10-15 minutes

bugs:
completly playable but does not end properly:
LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/mission_runner.lua"]:483: SetTeamRulesParam(): Bad teamID: -1
stack traceback:
[C]: in function 'SetTeamRulesParam'
[string "LuaRules/Gadgets/mission_runner.lua"]:483: in function 'Event'
[string "LuaRules/Gadgets/mission_runner.lua"]:821: in function 'GameFrame'
[string "LuaGadgets/gadgets.lua"]:936: in function <[string "LuaGadgets/gadgets.lua"]:934>
(tail call): ?
Missioneditors menu is bugged, only 1/10 of the clicks register.
So its like rightclick -> "New Event"
context menu disappears.
rightclick -> "New Event"
context menu disappears.
rightclick -> "New Event"
context menu disappears.
rightclick -> "New Event"
context menu disappears.
rightclick -> "New Event"
oh it stays.
click "Start Countdown"
context menu disappears.
FFFUfffffuuuuuuu.
(its really that bad)
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Missions now online!

Post by quantum »

Recent changes:
  • Ogg sound files are supported
  • Added simple timers
  • "Set owner" context menu item for units
  • Re-enabled unit rotation. Units might still get turned inside-out, until the next spring version.
  • Context menu options are now also in the menu bar, as a workaround for knorke's problem
  • Fixed defense ranges widget in missions
  • Fixed error when setting scores
  • Fixed crash when starting a new test while a test is already under way
  • Fixed factory groups not being memorized
  • Various other fixes
Fixes in missions are only applied when the mission is updated.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Missions now online!

Post by knorke »

oooOooooh :-)
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DavetheBrave
Posts: 281
Joined: 22 Jun 2005, 02:52

Re: Missions now online!

Post by DavetheBrave »

the return of the mission editor?!
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caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Missions now online!

Post by caldera »

in a mission without commanders and buildings, energy weapons dont work, because there is no storage. is there an easy fix for this?
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Missions now online!

Post by quantum »

Yeah, I just added resource storage options to the modify resources action.
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caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Re: Missions now online!

Post by caldera »

Great, thank you!
I think there is something bugged with audio-files. If i load a saved mission in the editor and try to test the mission, an error message appears "Der Obektverweis wurde nicht auf eine Objektinstanz festgelegt".
If i reenter the paths for the wav files i can test the mission without error message...
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Missions now online!

Post by knorke »

Am i missing something or is there no way to get a list of all missions on http://zero-k.info/Missions.mvc/
?
Same in zk lobby.
There are only the lists like "Lastest missions", "Lastest comments" etc.

Or where some missions just outdated and disabled?
The search does not find them either, but ie my mission is still there:
http://zero-k.info/Missions.mvc/Detail/110
just not listed anywhere, i guessed the url.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Missions now online!

Post by Licho »

Oh sorry, its there http://zero-k.info/Missions.mvc/?zk_limited=0

Lobby will show all of them after next update.

(Lobby comes in community release and zero-k only release atm you see list for zero-k only until update)
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Missions now online!

Post by Licho »

Due to engine bug (0.82.7 does not take "localhost" in script myhost), all missions stopped working.

To fix them, load them in editor and publish them again.

I hid those missions to avoid confusion of players, publishing should unhide them.

Note: you can also fix missions you didn't create, publish dialog allows you to load any mission from the server into editor.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Missions now online!

Post by hoijui »

Why do you have to set HostIP at all in the script?
could you not omit it, for the default value to kick in?

it is not a bug btw. the fields name is HostIP, and you are supplying a host-name. docu will be made even clearer.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Missions now online!

Post by Licho »

Ok so engine change broke your missions, it's not a bug though :-)

It does not matter whether HostIP has to be set or not, it is set now and embedded in mission mutator sdz. And it crashes spring..
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Missions now online!

Post by zwzsg »

Yeah, I have the same problem with my own missions system. :(


hoijui wrote:Why do you have to set HostIP at all in the script?
could you not omit it, for the default value to kick in?
Just tried, not having an HostIP field seem to work.

However, not having an HostPort field works ... only once! Because default Port is 8452 instead of 0*, the second time it complains that socket is already used.

*I was told 0 mean "find yourself a free port"

Then, quantum's missions are launched from an external apps, so it probably doesn't matter for him.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Missions now online!

Post by hoijui »

from doc/StartScriptFormat.txt:
HostPort=xxx; // (optional) default is 8452
SourcePort=0; // (optional) default is 0. set this if you want a different source port (as client), 0 means OS-select and should be preferred.
guess you mixed that up. there is no code to try next port, if specified one is already in use, as much as i know. it would probably result in unwanted situations.
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