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Re: Weapon Problems.
Posted: 12 Aug 2011, 18:37
by smoth
So you assume he cannot match their style.. Bad show. Even if they didn't match i am sure they could with minimal effort.
Do you have everything modeled? No then take what you can get! If so then post something to that effect.
Of course what would I know about developing a large project like this one.
Re: Weapon Problems.
Posted: 12 Aug 2011, 18:38
by Machinesrocks
Good point.

Re: Weapon Problems.
Posted: 12 Aug 2011, 18:42
by Machinesrocks
Spring still refuses the existence of this building. Using those pre-made ones didn't seem to work.
Re: Weapon Problems.
Posted: 12 Aug 2011, 18:44
by knorke
There is also a development tab on the first page that showed some early progress on this engine. We're mainly using an irc.
ah, ok. missed that

You might still want to think about an SVN at some point, it is very helpfull if multiple people work on the same project. Everybody always has the latest version of all files, you can browse the source online and just link to files instead of having to copy&paste stuff into chat etc.
Also helps others, like if you had an SVN I would not have to download the whole game and unpack it to look at the building.
Re: Weapon Problems.
Posted: 12 Aug 2011, 18:45
by Machinesrocks
We're using mercurial.
Re: Weapon Problems.
Posted: 12 Aug 2011, 18:46
by smoth
Is it not showing in your build menu?
Can you /give it?
Is it invisible?
Did you check infolog for errors relating to it?
Re: Weapon Problems.
Posted: 12 Aug 2011, 18:48
by knorke
Machinesrocks wrote:We're using mercurial.
ok. does it have online browsing? link?
that
http://www.filedropper.com thing is superslow and takes ages for the few mb.
Re: Weapon Problems.
Posted: 12 Aug 2011, 18:49
by Machinesrocks
Not so sure if you can't access it, but whatever.
https://sourceforge.net/p/openmachines/ ... 7add/tree/
Code: Select all
[f=0000000] SDL: 1.2.10
[f=0000000] GL: 4.1.0
[f=0000000] GL: NVIDIA Corporation
[f=0000000] GL: GeForce GTX 460/PCI/SSE2
[f=0000000] GLSL: 4.10 NVIDIA via Cg compiler
[f=0000000] GLEW: 1.5.4
[f=0000000] Joysticks found: 0
[f=0000000] Joystick 0 not found
[f=0000000] Loading startscript from: C:\Program Files (x86)\Spring\\script.txt
[f=0000000] Connecting to local server
[f=0000000] Binding UDP socket to IP (v6) :: Port 8452
[f=0000000] [UDPListener] succesfully bound socket on port 8452
[f=0000000] Starting GameServer: 7 ms
[f=0000000] Starting demo recording
[f=0000000] Using map EvoRTS-New_Iammas-v05
[f=0000000] Recording demo demos/20110812_123602_EvoRTS-New_Iammas-v05_0.82.7.sdf
[f=0000000] Using mod Open Machines
[f=0000000] [Sound] OpenAL info:
[f=0000000] [Sound] Vendor: OpenAL Community
[f=0000000] [Sound] Version: 1.1 ALSOFT 1.11.753
[f=0000000] [Sound] Renderer: OpenAL Soft
[f=0000000] [Sound] AL Extensions: AL_EXTX_buffer_sub_data AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXT_source_distance_model AL_LOKI_quadriphonic
[f=0000000] [Sound] ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXTX_thread_local_context
[f=0000000] [Sound] ALC_EXT_EFX found (required for air absorption): yes
[f=0000000] [Sound] Device: DirectSound Software
[f=0000000] [Sound] Available Devices:
[f=0000000] [Sound] DirectSound Software
[f=0000000] [Sound] air absorption enabled: 0.1
[f=0000000] Using mod archive OpenMachines.sdd
[f=0000000] Loading client data: 75 ms
[f=0000000] User number 0 (team 0, allyteam 0)
[f=0000000] [Sound] parsed 4 sounds from gamedata/sounds.lua
[f=0000000] [Sound] Unable to open audio file: sounds/incoming_chat.wav
[f=0000000] Loading sounds: 1 ms
[f=0000000] [Sound] Unable to open audio file: sounds/multiselect.wav
[f=0000000] Camera and mouse: 109 ms
[f=0000000] Parsing unit icons
[f=0000000] Loading GameData Definitions
[f=0000000] WARNING: removed the "scout1" entry from the "simplefactory" build menu
[f=0000000] Loading all definitions: 0.006000
[f=0000000] Loading GameData Definitions: 8 ms
[f=0000000] Parsing Map Information
[f=0000000] Loading SMF
[f=0000000] Loading Map
[f=0000000] Calculating smooth height mesh
[f=0000000] Calculating smooth mesh: 111 ms
[f=0000000] Number of damage types: 1
[f=0000000] Creating unit textures
[f=0000000] Loading weapon definitions
[f=0000000] Loading unit definitions
[f=0000000] Loading feature definitions
[f=0000000] Initializing map features
[f=0000000] Reading Estimate PathCosts [8]
[f=0000000] Reading Estimate PathCosts [32]
[f=0000000] [CPathManager] pathing data checksum: 96fd5538
[f=0000000] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[f=0000000] Loading .smt tile-file "maps/EvoRTS-New_Iammas-v05.smt"
[f=0000000] Loading 55296 tiles from file 1/1
[f=0000000] Reading tiles
[f=0000000] Reading tile map
[f=0000000] generating MipMaps: 5 ms
[f=0000000] Generating 3D trees
[f=0000000] [Sound] Unable to open audio file: sounds/mappoint.wav
[f=0000000] Creating Projectile Textures
[f=0000000] [CCEG::Load] WARNING: table for CEG "redsmoke" invalid (parse errors?)
[f=0000000] Creating sky
[f=0000000] Loading console: 6 ms
[f=0000000] [Sound] Unable to open audio file: FailedCommand
[f=0000000] [Sound] CSound::GetSoundId: could not find sound: FailedCommand
[f=0000000] Loading LuaRules
[f=0000000] Loaded gadget: SpawnPlayer <spawnplayer.lua>
[f=0000000] Loading gadget: Lua unit script framework <unit_script.lua>
[f=0000000] Loading unit script: scripts/scoutscript.lua
[f=0000000] Loading unit script: scripts/scoutscript2.lua
[f=0000000] Loading unit script: scripts/lifscript.lua
[f=0000000] Loaded gadget: Lua unit script framework <unit_script.lua>
[f=0000000] Loading LuaGaia
[f=0000000] Loaded gadget: feature placer <fp_featureplacer.lua>
[f=0000000] Loaded gadget: DualFog <gui_dualfog_gadget.lua>
[f=0000000] Loaded gadget: Precipitation <precipitation.lua>
[f=0000000] Loaded gadget: DualFog <gui_dualfog_gadget.lua>
[f=0000000] Loading LuaUI
[f=0000000] Using LUAUI_DIRNAME = LuaUI/
[f=0000000] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[f=0000000] LuaUI: bound F11 to the widget selector
[f=0000000] LuaUI: bound CTRL+F11 to tweak mode
[f=0000000] Loading widget from user: Mouse Buildspacing <gui_buildspacing.lua> ...
[f=0000000] LuaUI v0.3
[f=0000000] Finalizing...
[f=0000000] Connection attempt from invalid
[f=0000000] -> Version: 0.82.7.1 (0.82.7.1)
[f=0000000] -> Connection established (given id 0)
[f=0000000] Player invalid finished loading and is now ingame
[f=0000000] GameID: 7a56454e041539b86fc23fbbf270f133
[f=0000000] invalid added point: Start 0
[f=0003439] User exited
[f=0003439] Path cache hits 0 0%
[f=0003439] Path cache hits 0 0%
[f=0003439] Statistics for local connection:
Received: 7954 bytes
Sent: 35063 bytes
This is what I get from my info log, and it doesn't seem to say anything about that specific factory.
Re: Weapon Problems.
Posted: 12 Aug 2011, 19:05
by smoth
Pastebin.org
Also answer the questions. It is rude to ignore people helping you and just barf an infolog.
Re: Weapon Problems.
Posted: 12 Aug 2011, 19:12
by knorke
i downloaded this:
http://www.filedropper.com/openmachines_2
/give lightinfantryfactory
crashes because the .s3o had not texture assigned to it.
(it gets lost everytime you load a model in upspring and you have to reassign. yes it sucks.)
tested it with that temp .bmp as texture and the unit spawns.
does not build anything though because its buildoptions are wrong. (there is no unit named "tank")
[f=0000000] WARNING: removed the "scout1" entry from the "simplefactory" build menu
no idea where that infolog is from.
can not see a "simplefactory" unit in the download or svn.
have to do others things now, good luck.
Re: Weapon Problems.
Posted: 12 Aug 2011, 19:20
by smoth
(it gets lost everytime you load a model in upspring and you have to reassign. yes it sucks.)
Not if you set the texture directory in your upspring config knorke.
Re: Weapon Problems.
Posted: 12 Aug 2011, 20:37
by Machinesrocks
smoth wrote:Pastebin.org
Also answer the questions. It is rude to ignore people helping you and just barf an infolog.
Sorry, the unit wasn't in the game, so I couldn't really do anything with it.
knorke wrote:
crashes because the .s3o had not texture assigned to it.
Mmk, probably should have tested that. I remember I did though. Thanks.
Re: Weapon Problems.
Posted: 12 Aug 2011, 21:51
by Machinesrocks
For some reason, the factory isn't building the scout. Hmm. I can tell it to build it, but it just puts down a little "1" and nothing happens.
EDIT: In one map, there are two factories stuck in each other, and one is able to spawn a single scout, but no more, since he is in the way. The other map has one factory, but the scout just doesn't spawn. This is... odd.
ANOTHER EDIT: They are trying to spawn in the center of the building, which is odd because I told it to spawn on the pad. I guess the building is blocking their way. Can someone tell me what's wrong with the code?
Code: Select all
--script for the facory
local main = piece "main"
local buildspot = piece "pad"
function script.Create()
end
function script.Killed()
end
--------BUILDING---------
function script.QueryBuildInfo()
return pad --the unit will be constructed at the position of this piece
end
function script.QueryNanoPiece()
--create a new nano particle at one of the two "nano towers"
local dice = math.random (1,2)
if (dice == 1) then
return nano1
else
return nano2
end
end
function script.Activate()
SetUnitValue(COB.YARD_OPEN, 1)
SetUnitValue(COB.INBUILDSTANCE, 1)
SetUnitValue(COB.BUGGER_OFF, 1)
return 1
end
function script.Deactivate()
SetUnitValue(COB.YARD_OPEN, 0)
SetUnitValue(COB.INBUILDSTANCE, 0)
SetUnitValue(COB.BUGGER_OFF, 0)
return 0
end
function script.StartBuilding()
--animation
Spin (nano1, y_axis, math.rad(200))
Spin (nano2, y_axis, -math.rad(200))
end
function script.StopBuilding()
--animation
StopSpin (nano1, y_axis)
StopSpin (nano2, y_axis)
end
---------------------
Re: Weapon Problems.
Posted: 13 Aug 2011, 07:00
by knorke
For some reason, the factory isn't building the scout. Hmm. I can tell it to build it, but it just puts down a little "1" and nothing happens.
1 being the buildprogress bar?
Make sure the factory has all tags for building set, ie workerTime.
Make sure you have resources. If you dont, use
/cheat
/atm
to get 1000 metal+energy
EDIT: In one map, there are two factories stuck in each other, and one is able to spawn a single scout, but no more, since he is in the way. The other map has one factory, but the scout just doesn't spawn. This is... odd.
maybe bad startpositions on that map.
Did you scale up your factory to a size that makes sense or is it still super tiny? supertiny will cause problems.
ANOTHER EDIT: They are trying to spawn in the center of the building, which is odd because I told it to spawn on the pad. I guess the building is blocking their way. Can someone tell me what's wrong with the code?
you refer to the pieces nano1 & nano2 but they are never declared.
Re: Weapon Problems.
Posted: 13 Aug 2011, 07:30
by Machinesrocks
The factory is a big size, and the scout can get built, but the building tries to spawn him in the center. I tell it to make the unit spawn on the "pad" which is the piece of the model on the floor. What are the nano particles anyway? Are they important, or should I just totally remove that part?
Re: Weapon Problems.
Posted: 13 Aug 2011, 07:39
by knorke
nano particles are the default build animation. Small green bubbles that float from the builders tools to his construction. Similiar to how machines had these laser things.
Play a game of
http://springrts.com/wiki/Balanced_Annihilation to see.
I think you can you remove that part.
the building tries to spawn him in the center. I tell it to make the unit spawn on the "pad" which is the piece of the model on the floor.
check in Upspring if the origin of the pad (the center, small red dot) is in the center of the piece. I usually add an "empty piece" in Upspring and and construct the unit at that piece.
Re: Weapon Problems.
Posted: 13 Aug 2011, 07:44
by Machinesrocks
knorke wrote:
I usually add an "empty piece" in Upspring and and construct the unit at that piece.
Oh, that's a very good idea, I'll try that out.
EDIT: Hmm, the empty thing inside of upspring didn't work, so I doubled the size again, and that didn't help either. =/
Re: Weapon Problems.
Posted: 13 Aug 2011, 08:17
by knorke
eh, your script is wrong:
local buildspot = piece "pad"
--------BUILDING---------
function script.QueryBuildInfo()
return pad --the unit will be constructed at the position of this piece
end
Re: Weapon Problems.
Posted: 13 Aug 2011, 18:11
by Machinesrocks
knorke wrote:eh, your script is wrong:
local buildspot = piece "pad"
--------BUILDING---------
function script.QueryBuildInfo()
return pad --the unit will be constructed at the position of this piece
end
Yup, that's what I had it set to afterward. It still doesn't seem to work.
knorke wrote:
check in Upspring if the origin of the pad (the center, small red dot) is in the center of the piece. I usually add an "empty piece" in Upspring and and construct the unit at that piece.
The red dot certainly is at the center.
Re: Weapon Problems.
Posted: 14 Aug 2011, 09:28
by Machinesrocks
Again, sorry for double posting. Never found a way to delete the old posts.
Is there a better way for me to be figuring out these problems than to be posting on the forums? Maybe a guide of some sort that could tell me why things don't work/crash? I feel stupid having to go on the forums whenever I get a problem and can't fix it.