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Re: Journeywar
Posted: 19 Dec 2011, 17:56
by AF
It could do with a cap on the end of the tracks for completeness
Re: Journeywar
Posted: 19 Dec 2011, 18:00
by knorke
Anybody can link me to the reason why in 84 suddenly half of the units are displayed black?
Happens very rarely to me too (in 0.82.7.1 too) when alt tabing on load or someting. Running certain programs in background seems to trigger it more likely.
So just restart spring I think..
Also Blaine the Mono.
Re: Journeywar
Posted: 21 Dec 2011, 21:59
by PicassoCT
13] <[WTO]Razorblade> downloaded the pdf for lua
[21:48:20] <[WTO]Razorblade> 329 fucking pages
[21:48:46] <PicassoCT> yeah, and every single one of it scaring you of
[21:48:47] <PicassoCT> f
[21:48:51] <PicassoCT> bad way to start
[21:48:55] <PicassoCT> start animating a unit
[21:48:59] <PicassoCT> its the easy way into
[21:49:06] <PicassoCT> the rest comes over time
[21:49:16] <PicassoCT> just make a turret turn when a unit idles
[21:49:41] <PicassoCT> or a tank turn on the spot once he stops
[21:49:43] <PicassoCT> such stuff
[21:51:24] <PicassoCT>
http://springrts.com/wiki/Animation-LuaCallouts
[21:51:28] <PicassoCT> this is how i started
[21:51:37] <PicassoCT> simple stuff, you see cause and effect immediatly
[21:52:09] <PicassoCT> i trained it there, and when something refused to work, i returned there, where the stuff lurks that always works
[21:52:23] <PicassoCT> when some math formula gave me hell, i returned to that
[21:52:55] <PicassoCT> i only look into those tutorials and books (the spring api more often) if i need something
[21:54:19] <PicassoCT> programing languages are teached wrong, by forching you through all that dry stuff at the beginning.
[21:54:31] <PicassoCT> What is a integer, what is a float...
[21:54:39] <PicassoCT> functions.. all that stuff
[21:55:34] <PicassoCT> yeah its important, but still people need to see results on t he first day. And by results i mean more then "hello world". Last time text was specTacular was 60s
Just posting some boolean expression. Now in retrospective even more true. That stumpy tutorial is actually the lua tutorial. Your Dealers CrackCookieAdvice: immediate reSults are the most important stuff nowadays to get people hooked to stuff!
Re: Journeywar
Posted: 23 Dec 2011, 17:15
by PicassoCT
still all units are displayed black. Spring developed a habbit of freezing for 5 mins or so, once i alt tab to notepad++.
I wrote a nameDisSector method for cheeselobby, and testing it currently out. Takes the string delivert to it (e.g by squl query) returns a ArrayList object, with the name, the clantag, and some "possible" nicks, although that is fairly inacurrate.
Re: Journeywar
Posted: 31 Dec 2011, 01:27
by PicassoCT
heres the thing.. is use tables now. they work, the problem starts when i try to combine tables with tables.
http://www.youtube.com/watch?v=q-4gpxAyp04
Pillar6 contains various pieces, and is one of six Pillars.
Nowif i have a function to animate said pillar, how do i adress the pillar and the piece? I tried various Variations of the following code getting nowhere or getting the error message that the adressed table object is nil.
function unfoldPillar(number,speed,boolInit)
Code: Select all
if number==6 or number == 4 or boolInit== true then
Move(usul[number][1],y_axis,0,speed)
WaitForMove(usul[number][1],y_axis)
end
--decap Pillar
Turn(("pillar"..number)[2],z_axis,math.rad(-200),speed)
WaitForTurn(("pillar"..number)[2],z_axis)
Show(("pillar"..number)[5])
Show(("pillar"..number)[9])
Show(("pillar"..number)[6])
Show(("pillar"..number)[10])
...
So what is the syntax to adress the same elements in multiple nubered tables?
Sorry knorke, das is genau im toten Winkel von dem Tankchain tutorial. Ich kapiere wie ich an ein piece in einem table komme. Aber wie komme ich an table in tables?
Re: Journeywar
Posted: 31 Dec 2011, 01:57
by knorke
iphone is eating my postings. Is there an app for that?
tables in tables:
Normally you would do:
item = table[index]
Now if item is again another table, you could do:
item1 = table[index]
item2 = item1[index2]
or shorter:
item = table[index1][index2]
(kind of like an 2d array)
or
item = table.index1.index2
is basically the same.
But any Lua tutorial can probally explain better:
http://lua.gts-stolberg.de/Tables.php
Same example with tables in tables might be this:
https://code.google.com/p/evolutionrts/ ... _cover.lua
(
http://www.youtube.com/watch?v=7A0tTHNpDgs )
There you see both ways of tables in tables:
cover[tx][tz] = c
blabla = ud.customParams.needed_cover
(can also write
table["bla"] but it seems nobody ever does that)
---
Show(("pillar"..number)[5])
When you think about it, this does not make sense:
All the Move/Turn/Show/... functions want
piece to be a number.
Try doing this:
bla = piece "head"
Spring.Echo ("this is piece number: " .. bla)
Notice how
bla will just be a normal number (or nil if "head" does not exist)
This is also why you can easily for example make all pieces of a unit explode without having to save the pieces in a variable/table first:
Code: Select all
For i=1,5 do --for models with 5 pieces
Explode (i)
end
Now (unless really funny lua synthax i dont know about?) this:
("pillar"..number)[5]
is a string thus error error.
On video the unit seems to work though?
Re: Journeywar
Posted: 31 Dec 2011, 02:59
by PicassoCT
video is with the fold-code comented out. Thx knorke.
Re: Journeywar
Posted: 03 Jan 2012, 17:47
by PicassoCT
to be usefool
Re: Journeywar
Posted: 03 Jan 2012, 17:59
by knorke
haha you killed your thread layout
Re: Journeywar
Posted: 09 Jan 2012, 00:39
by knorke
this should be in jw:

Re: Journeywar
Posted: 09 Jan 2012, 09:56
by PicassoCT
Awwww... this.. this really would be nice.. think .. if the gamagardener... could unplug.. trees... and carry those to industrybait for reclaiming...awwww... featurecreepy.... but.. fuck i can do this..
Re: Journeywar
Posted: 14 Jan 2012, 11:59
by PicassoCT
Makes a nice screensaver alive!

Re: Journeywar
Posted: 14 Jan 2012, 18:10
by MidKnight
knorke wrote:this should be in jw:
[snip]
Someone's been reading /r/wtf~

Re: Journeywar
Posted: 14 Jan 2012, 18:50
by PicassoCT
Oh, forgot to post it..
[img]v[/img]
^This will be in JourneyWar.. Gardener has a BagPack now
Re: Journeywar
Posted: 15 Jan 2012, 05:18
by AF
PicassoCT wrote:Oh, forgot to post it..
[img]v[/img]
^This will be in JourneyWar.. Gardener has a BagPack now
lol
Re: Journeywar
Posted: 15 Jan 2012, 19:15
by PicassoCT
Good Friend of mine who specialises in writting bots wrote a awesome tool for testing in units in spring with AutoIT. It opens spring, spawns the units (even whole test-scenarios "zombies vs sentrys- in never get tired V.101")
He promised to upload once he removed some hard-coded stuff. Stay tuned, moddevs!
Re: Journeywar
Posted: 18 Jan 2012, 13:35
by PicassoCT
currently still debugging the contrain...
also learning for exams.
And realized the following thing:
Flames, even the god ones in zerok, i dont find them convingcing from heart
So, i idled, and while idling, the internets (s)trolled by , showing me this
http://www.escapemotions.com/experiment ... x.html#top
So i was like, couldnt we do this in realtime ingame?
The answer, yes we could. But its a hell load of work, basically halting moddev for one, two, three weak (months)*
So how do i aim to approach this? First this will be not a 3dimensional flame, but a 2d"Flametexture" generated by a brush, and then alphaclipped for all objects between itself and the eye.
And to archieve that within acceptable performancelimits, loads of the functions for it gonna be optimized gc. And i shall call it titTanic,he unthinkable!
Srsly, ill try it, but well see how far i get, once exams are over. I need those flames for the units with flamethrower weapons and the fireflower explosions.
Data needed: for every point Coords of the flameStream 2d Array
Brushsize: can change at every point
randSeed= So the flam wont be generated always looking exactly the same.
GradientSkope: 2 Rgbvalues, applied from the innermost particle in the brushchain to the outermost.
weakened month: estimated to be way << less then a year
Re: Journeywar
Posted: 26 Jan 2012, 23:42
by PicassoCT
Its not featurecreep breaking if someone else might volunteer to implement it!
http://www.imagebanana.com/view/71rrptlj/comEnder.jpg
Re: Journeywar
Posted: 02 Feb 2012, 20:17
by PicassoCT
Just a little update:
I had little times due to studying for exams:
so all i got is a big todoList:
fireShadder: well, its the 2d-drawer i plan doing during the semester-break
This is how it will look in action (robbing screenies from zeroK)
Then i promised a friend, he would get the comEnder to work on.
comEnder is modelled, just needs to be textured. Also lurking for some work- or final touches are:
comEnders (weapons): ShroudGun/AimedRocket/UnAimedRocket/Flamethrower/Nanoforge (builts NanofibrebladeSnakes, are sort of a subUnit, the comEnder auto-built 5 of those)
conTrain: actually finnished, just needs tuning (kick the little performance eaters)
wallBuilder: (who builts and charges the electricFences)
Beherith: I always had him on the list.
combineSuperSoldier(AnotherFireUnit)
And all that in 5 weeks. I guess im getting ambitious.
Re: Journeywar
Posted: 05 Feb 2012, 22:56
by Wombat
knorke wrote:this should be in jw:

that reminds me this 'flower' i made, as some tank trap, found it any usefull ?