Alternative to Nanolathing.

Alternative to Nanolathing.

Requests for features in the spring code.

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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Alternative to Nanolathing.

Post by Tired »

Is there one? The effects are pretty, but add to lag. I enjoy busting copyright as much as the next guy, but "original content" folks need an alternative.

Yes, shownanospray=0; or whatever it was is nice. Yes, there's a construction weapon approach that looks like butt. Yes, CA's got some fancy lua that will sometimes only have 1 builder in 10 realize it's supposed to show a beam for what it's building.

Absent adding to the luacallin load, is there a convenient way to swap out nanolathing with some other graphic effect, and if not, are there any plans for one?

kthxpurchase
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Alternative to Nanolathing.

Post by KDR_11k »

There is Lua. Code your own. We can't really do more than allow you to disable the default effect and give you the ability to code your own, if any concrete effect was added it wouldn't satisfy most people (since everyone wants a different effect) and they would still have to rely on Lua or demand we implement even more effects.
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Tired
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Joined: 14 Nov 2005, 07:19

Re: Alternative to Nanolathing.

Post by Tired »

I'm not unsympathetic to the amount of work involved in hard-coding new effects, and frankly wouldn't want anyone to. My concern about LUA is that CA's tried it, and it can't seem to meet a happy medium between callin performance and timely effects.

Obviously it's my ignorance speaking here, but why couldn't a mod, through one of those simple-arse fbi tags I love so much, substitute in a weapon effect for lathing? As for hard-coding, if effects were provided, would it be that hard to make more than one lathing option available for performance concerns? oo
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Alternative to Nanolathing.

Post by AF »

There's no 'tried it' when it comes to lua, what CA has done with lua is only the tip of the iceberg, and it is hardly perfect lua code either.

When spring crashes, do you blame the programmer or the language? Is it C++'s fault that I mistyped a variable name? Is it Javas fault you ate too many muffins this morning and had a headache when you ran the program? Is it vbs fault your vb6 program got hidden under an IE6 goatse popup and you spilled your breakfast down your shirt?
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Re: Alternative to Nanolathing.

Post by Tired »

Is someone casting blame here, AF? This is the "Feature Request" section, so I'm requesting a feature here. If it's too inconvenient, then so be it. The question regarding LUA isn't potential, but efficiency, as that's my main interest for replacing nanos.. If the job can be accomplished efficiently, then nothing more need be said.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Alternative to Nanolathing.

Post by AF »

And you dare to say that using a php forum board?! Thats even slower than lua?!?!?!?! The sheer hypocrisy!!!
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Re: Alternative to Nanolathing.

Post by Tired »

Sorry - I seem to be developing A.D.D. After the first 5 exclamation points, I rapidly lose interest.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Alternative to Nanolathing.

Post by Gnomre »

You are supplied build heading and pitch by the engine to the cob, you can fire weapons, explosions, CEGs, and play sounds with cob... there is no problem. Disable the stock nano and put in your own.

If you're not even willing to learn to add a loop (hint: make sure you have at least a tiny sleep in it), a couple turns, and a couple emit-sfx lines to a bos, you shouldn't be modding at all no matter who you are.

Like KDR said, no amount of FBI tags will ever suit everyone. If Spring hadn't been made to be so compatible with TA in the first place, the nano system would have been emitted CEG effects too, not some FBI tag.
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Tired
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Joined: 14 Nov 2005, 07:19

Re: Alternative to Nanolathing.

Post by Tired »

Would've been easier if they were emitted by CEG - would've saved time learning cob. As for who should and shouldn't be modding, I'm only messing with things because the rest of those present don't seem to have the tiniest clue in the world about gameplay.

Anyway, thanks for being useless. Nanolathing 4evah!
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Alternative to Nanolathing.

Post by KDR_11k »

I thought you said the weapon effects aren't adequate? If so, adding them to the nanolathe wouldn't fix your problem, right?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Alternative to Nanolathing.

Post by Pxtl »

I think that the point is that the fake-weapons "work". The spring engine has so many things that need fixing, it's hard to get worked up about something that works right now. Obviously, support for the fake-weapons-as-nanolathes within the FBI so you don't have to script them yourself would be nicest.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Re: Alternative to Nanolathing.

Post by Nemo »

It's seriously trivial to script it:

#define YOURAWESOMEEFFECT 2048+weaponnumber, starts at 0
#define HOW_OFTEN_THE_EFFECT_PLAYS the gap between effects, in milliseconds (5000=5 seconds between each weapon emit)

while (inbuildstance)
{
turn whatever to y-axis heading speed <whatever>;
emit-sfx YOURAWESOMEEFFECT from whatever;
sleep HOW_OFTEN_THE_EFFECT_PLAYS;
}

I don't understand the problem. The only downside to that approach is that it requires a weapon slot, but with 16 of them and most units only using a handful, I don't think its that much of a problem.

Hardcoded solutions (ie, more FBI tags) is one of the big reasons why this engine has for a long time sucked at any designs that aren't essentially TA.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Alternative to Nanolathing.

Post by Forboding Angel »

DAMNIT :lol:

Nemo stole my thunder :P

Just make a weapon (set default damage to something like 0.00000000001 - Spring sees 0 as 1... or wait... was that fixed? I think I saw somewhere that neg damage was fixed in which case you could give the weapon -1), make weapon 1 of con unit the weapon you want to use for nano.

emit-sfx 2048 from piecename;

Viola!
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Alternative to Nanolathing.

Post by zwzsg »

I have coded my own effect. No LUA, no lag, no weapon, show 10/10 of times, etc...

Image

Want some?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Alternative to Nanolathing.

Post by KDR_11k »

zwzsg wrote:I have coded my own effect. No LUA, no lag, no weapon, show 10/10 of times, etc...
except when reclaiming...
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Alternative to Nanolathing.

Post by zwzsg »

Code: Select all

canReclaim=0;
Fixed!
zwARREN69
Posts: 40
Joined: 12 Feb 2008, 04:55

Re: Alternative to Nanolathing.

Post by zwARREN69 »

zwzsg wrote:I have coded my own effect. No LUA, no lag, no weapon, show 10/10 of times, etc...

Image

Want some?
Looks pretty awesome, to me. :mrgreen:
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clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Re: Alternative to Nanolathing.

Post by clumsy_culhane »

correct me if im wrong, but in CA, arm nanolathes (not just nano towers) have a different effect, which is like these dodecahedron things spewing forth :-)

And the effect doesnt use LUA , or lups iirc (the core nano effect does tho.)
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Alternative to Nanolathing.

Post by KDR_11k »

zwzsg wrote:

Code: Select all

canReclaim=0;
Fixed!
...
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Alternative to Nanolathing.

Post by Peet »

KDR_11k wrote:
zwzsg wrote:

Code: Select all

canReclaim=0;
Fixed!
...
Non-issue.
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