Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
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Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
Either the old one back or just a totally blank png would be better (to avoid obvious aspect ratio issues)
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
imo a poll is best for this:
http://springrts.com/phpbb/viewtopic.ph ... 2&p=541704
http://springrts.com/phpbb/viewtopic.ph ... 2&p=541704
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
Can somebody please explain to me the reason behind the breaking of the weapon numbers?
Its a shitload of work to fix and a really bad practice regarding backwards compability to do so by the way. If you break something so fundamental, you put safetyguards in place, catching the case that someone - or some game has not renamed its variables, and deliver a fix.
It might not be such a big stretch for the big Players in the Spring World, but for one-mand projects, this is a nice little kick in the shins.
I demand it to be removed. Or a converter/modoption put in place, should a game obviously not follow this shenanigan of a comit. Might be that you squeeze another bit out of some godforsaken bitmask and clean up some mess, were c-arrays began with zero and weapons had to be x-1 all the time. Fine for you. Twelfe lines of if and else cut, while i have to spend a day crawling through my unitdefs and scripts.
Oh, and by the way, its not even working.
Its a shitload of work to fix and a really bad practice regarding backwards compability to do so by the way. If you break something so fundamental, you put safetyguards in place, catching the case that someone - or some game has not renamed its variables, and deliver a fix.
It might not be such a big stretch for the big Players in the Spring World, but for one-mand projects, this is a nice little kick in the shins.
I demand it to be removed. Or a converter/modoption put in place, should a game obviously not follow this shenanigan of a comit. Might be that you squeeze another bit out of some godforsaken bitmask and clean up some mess, were c-arrays began with zero and weapons had to be x-1 all the time. Fine for you. Twelfe lines of if and else cut, while i have to spend a day crawling through my unitdefs and scripts.
Oh, and by the way, its not even working.
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
what are you talking about again?PicassoCT wrote:Can somebody please explain to me the reason behind the breaking of the weapon numbers?
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
weapon numbers now start with zero
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
In what interface?
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
No they don't.PicassoCT wrote:weapon numbers now start with zero
Weapon API changes are to bring all lua API calls into line with unitdefs, unit scripts (LUS) and generic lua paradigm of array indexes starting at 1.
Before you start drama, what version are you testing? There were some flaws in the initial commits (and you also need updated base content).
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
what changed in base content?FLOZi wrote:(you also need updated base content).
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
I tested Spring spring_94.1.1-549-gb9f9f06
Weapon was broken, and the info i got was basically "Make a script to autorename all your weaponscripts".. and drama is what im good at. And before you get all meta about drama, just you wait till i get sa(i)d story into a game.
Weapon was broken, and the info i got was basically "Make a script to autorename all your weaponscripts".. and drama is what im good at. And before you get all meta about drama, just you wait till i get sa(i)d story into a game.
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
unit_script.luasmoth wrote:what changed in base content?FLOZi wrote:(you also need updated base content).
@Picasso;
Who gave you that information?
Re: Engine Testing - 5. May 2013 (94.1.1-413-g7b0d1a7)
gooby your mind is playing tricks! See http://springrts.com/mantis/view.php?id=3702PicassoCT wrote:Weapon was broken, and the info i got was basically "Make a script to autorename all your weaponscripts"
the example of zK at the end:
I know the gadgets were broken as well but there are so few of them that use weapon functions that I don't care. They are easy to fix.[...] Anyway, the scripts did not need to be rewritten and ZK now has the updates to unit_script.lua.