Not even the CA lua devs understand how to edit most of our lua unless they made it specifically (This has been a big problem, especially with the arcane morph widget that nobody seems to know how to edit). A lot of our lua is stuff that wasnt requested by CA, but was worked into the mod because it was cool (Say, trepans stuff, which he just makes, then we go 'Oh okay, thats cool i guess we can use that!').Forboding Angel wrote:Stuff ragging out CA lua devs
Changing Resources, Lurker & Forb Present
Moderator: Moderators
Re: Flames brewing...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Flames brewing...
Saktoth wrote:Not even the CA lua devs understand how to edit most of our lua unless they made it specifically (This has been a big problem, especially with the arcane morph widget that nobody seems to know how to edit). A lot of our lua is stuff that wasnt requested by CA, but was worked into the mod because it was cool (Say, trepans stuff, which he just makes, then we go 'Oh okay, thats cool i guess we can use that!').Forboding Angel wrote:Stuff ragging out CA lua devs
I wasn't ragging out CA's lua ppl saktoth. I was saying that CA pretty much took all of them away from springs lua forum. To work on CA, which sucks for the rest of us, because you guys don't spend much time documenting your lua stuff. Some is self explanitory, other's not so, especially the stuff that requires 10 different files just to work. Tell me, when is the last time that JK posted a new widget or gadget for general use and not in CA? I rest my point. Great for CA, frustrating for the rest of us peons.
Please read my post next time. I never said anything bad about them or CA, nor did I slight either of them.
Re: Changing Resources, Lurker & Forb Present
It is because the lua code can be read, understood and then used. They do not need to document it, this isn't extremely complicated code. The stuff that is complicated would be the shader stuff that uses the gl pipeline otherwise I found more complex code when I was reading quake mods.
Re: Changing Resources, Lurker & Forb Present
For shaders any normal resources about GPU programming / GLSL should do, no need to copy paste it into our own documentation. (IIRC the entry points in Lua are very similar to those of OpenGL itself)
Re: Changing Resources, Lurker & Forb Present
yeah, I have read some of that but things like trepans fog shader are a bit over my head right now. I am still catching up but trepan had told me writing such things required an understanding of the gl pipeline. So far I just use stuff like gltexrect and things
.

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Changing Resources, Lurker & Forb Present
Tobi wrote:For shaders any normal resources about GPU programming / GLSL should do, no need to copy paste it into our own documentation. (IIRC the entry points in Lua are very similar to those of OpenGL itself)
Oh I understand that. Actually I was moreso talking about the descriptions. Many of them aren't real specific on exactly what they do.
It would also be nice if they listed the files that were needed to run said widget/gadget(as it seems a decent bit of lua in CA cross communicates).
Re: Changing Resources, Lurker & Forb Present
you need to get a text editor that allows you to search within files in a directory. you then can look up the function declarations etc in that way. You can then transplant the code into your own general header.