Spring: 1944 "Operation Koltso" Public Release! - Page 2

Spring: 1944 "Operation Koltso" Public Release!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by FLOZi »

manolo_ wrote:i played one game, so thats what i noticed that far:

-custom formation is working just for some units
-when u "cons" build something, there are 2 buildbars
-ctrl+d a mine dont work
-when unit has no ammo, the health/reload-bar is really long, it vanish when they get new ammo

-->this sucks immo: could u disable the normal res-bar and other luas by mod-default? coz i dont want to disable them just for s44 and then enable them for ta-based mods?
can you give us a screen of the 2 buildbars?

Mine's are neutral units, so you can't ctrl-d them

Never seen the bug with healthbars befoe, I have no idea what would cause it. :(
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Pxtl
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Pxtl »

SpliFF wrote:
Pxtl wrote:And what's this archive mover fix? Will it be handling the disagreement between UAC, TASC, and Archivemover one where the files are (virtualstore vs program files)?
I don't understand what you just said but the fix makes ArchiveMover recognise modinfo.*lua* files which are the new standard. It's just that nobody told ArchiveMover that.
see this thread for the UAC issue.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by SpikedHelmet »

-when unit has no ammo, the health/reload-bar is really long, it vanish when they get new ammo
Really flozi, you have no idea? Seems obvious; with lua ammo code when a unit runs out of ammo its reloadtime is set to 99999999999999 or something ridiculous which would cause the long reloadbars.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by FLOZi »

SpikedHelmet wrote:
-when unit has no ammo, the health/reload-bar is really long, it vanish when they get new ammo
Really flozi, you have no idea? Seems obvious; with lua ammo code when a unit runs out of ammo its reloadtime is set to 99999999999999 or something ridiculous which would cause the long reloadbars.

Oh.

Turn off the widget with the reload bar. :(
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by smoth »

users running 3rd party lua that mucks about with the game, oh how I look forward to it.

seems like you guys are having a good release beyond user error.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Otherside »

infact the only error i found was in spiked's first revision of his maps (not the mod)

but new map versions work fine

also heres some eye candy

(sepia filters on)

Image

Image
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IllvilJa
Posts: 90
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by IllvilJa »

It is time to dust off that old battlefield clothing, bringing together the mandatory equipment (coffee pot, coffee, cans of baked beans and of course a can opener) as well as some of the more optional stuff (like firearms, ammunition, medium-sized tanks, fuel and why not some bottles of good ol' Guinness...) because now.... at last... finally....


SHIT HAS BECOME REAL!!!

It has actually become so real, that it is questionable that shit ever has been this real before!

Without testing this S44 beforehand, I think the Battlefield(TM)-ness of Operation Polaris has been beaten by this release! Amazing work folks!

So, I'll download it (and other good software, like latest spring, latest Intel X Windows driver etc) and install it and check it out to see how amazingly smoothly (well probably not) it will run on my Linux laptop with it's top of the line (hah!) GPU, the glorious intel 965!

Seriously, I hope. the latest Spring, this S44, the latest X-windows stuff works well enough with that GPU, so the game is playable (previous versions of S44 were, so I am optimistic).

Of course, I'll abuse the FPS mode of S44 into absurdum, and pester you guys with suggestions related to that experience (like requesting vehicle dashboard HUDs when running FPS as well as infantry hud-guns.) After all, you DID confess that you played a lot of Battlefield 2 as part of the development of this mod ;).

Damn it, I think I even smell a faint smell of FREE TIME in the near future, so I can play this game without too bad impact to my real life responsibilities.

I'll get back to you with a report once I've got a chance to test this.

(Damn, first operation Polaris and now this... mega-squeeee!!!)


PS. The quote "Shit is getting real" is stolen from the excellent "game" "Problem Sleuth" found on the "MSPaint Adventures" site. GROSSLY recommended! ( http://www.mspaintadventures.com )
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Anarchid »

vehicle dashboard HUDs when running FPS as well as infantry hud-guns
+500. Not only would it be nice, but also i could STEAL that code, amongtst other things. :P
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by imbaczek »

had a nice 4v4, this mod is really good. i mean, really, really good. shermans ftw ^^
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by BaNa »

IllvilJa wrote: SHIT HAS BECOME REAL!!!

It has actually become so real, that it is questionable that shit ever has been this real before!
POSE AS A TEAM
Last edited by BaNa on 28 Jan 2009, 18:04, edited 1 time in total.
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Otherside
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Otherside »

Image

spikes hill camping led to many deaths
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by lurker »

SpliFF wrote:pxtl: The LuaUI vs. Mods issue is the same as the Startscripts vs. Mods issue I ran into (and fixed) this week. I'll look at submitting a patch that allows widgets to declare themselves safe for particular mods. We discussed blacklists but you really can't predict when a new mod will come along and break your assumptions.
Whitelist in the *widget*, not in the mod. Otherwise you can't fix it well yourself and have to do ugly things to make your widgets work.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Pxtl »

Both, really. Modders shouldn't trust that their mod will work with every widget, and widget developers shouldn't trust that their widget will work with every mod. Either side should be prepared to handle the case where they're being used with somebody overly-permissive and disable the widget.
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lurker
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by lurker »

Pxtl wrote:Both, really. Modders shouldn't trust that their mod will work with every widget, and widget developers shouldn't trust that their widget will work with every mod. Either side should be prepared to handle the case where they're being used with somebody overly-permissive and disable the widget.
It sounds like you're talking about blacklists there. With a whitelist of mods in the widget, by default it doesn't show up, not trusting that anything will work.
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by manolo_ »

seems to be really a big problem, with the luas. would it be possible to make a lua for having lua-profiles, like profile 1 for *A-mods, profile 2 .... so i have to enable them once and save that as a profile?


next request: blood for soldiers :)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by FLOZi »

imbaczek wrote:had a nice 4v4, this mod is really good. i mean, really, really good. shermans ftw ^^
Glad you like it!

And shermans are awesome.

Until they come up against a Tiger. :mrgreen:


(And can we keep the whole mod vs. 3rd party lua argument to one of the many other threads on it :P )
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Evil4Zerggin »

manolo_ wrote:-->this sucks immo: could u disable the normal res-bar and other luas by mod-default? coz i dont want to disable them just for s44 and then enable them for ta-based mods?
That's not the normal resbar, that's IceUI's; I don't know if anybody has tried to make some better system for deciding which widget gets to draw the resbar. Although s44's resource bar does disable itself in non-s44 games, so putting it in your user folder shouldn't screw up any of your other mods.
FLOZi wrote:
SpikedHelmet wrote:
-when unit has no ammo, the health/reload-bar is really long, it vanish when they get new ammo
Really flozi, you have no idea? Seems obvious; with lua ammo code when a unit runs out of ammo its reloadtime is set to 99999999999999 or something ridiculous which would cause the long reloadbars.

Oh.

Turn off the widget with the reload bar. :(
I might copy the widget over and tweak it.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by imbaczek »

FLOZi wrote:And shermans are awesome.

Until they come up against a Tiger. :mrgreen:
Yeah, my 4 of my shermans met one of those. 1 managed to escape ^^
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Spring: 1944 "Operation Koltso" Public Release!

Post by Pxtl »

@lurker

Here's my point - the modder provides a whitelist, PLUS, the modder also adds any widgets that have a "tag" the mod looks for. That way a mutator can say "hey, I support this mod, you shouldn't block me out". For example, the "enemy radiuses" widget probably works well with a variety of mods, so I'd want to be able to tell Gundam and 1944 that I think I work with you and ask you not to block me out. So there we have the tags.

Now, the problem is that not every mod will provide this service. Some random crazy shiat that KDR made up over the weekend is not going to include the whitelist/tag-support gadget. So for those cases, the widget also can have its own filtering approach. In that case, a whitelist of "this thing is designed for PURE, Gundam, 1944, and any mod with a shortname that matches the pattern /^\wT?A$/".

That way, everybody's covered, as long as the widget developer made sure to make the text file that handles its whitelist easily hackable so that the user can say "well, shiat, I want to use this with my Super Ultra Balanced EE mutator".
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lurker
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Re: Spring: 1944 "Operation Koltso" Public Release!

Post by lurker »

Imo the code belongs in the widget handler, not in every mod and in 50 different widgets. And I thought you meant intersecting the whitelists; thanks for the clarification on that.
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