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Imperial Winter seeking committed lua person

Posted: 30 Jun 2008, 07:22
by Warlord Zsinj
Hi guys, apologies to anyone who thinks this is not the correct forum for this.

Star Wars: Imperial Winter, like most developing mods for Spring these days, relies quite heavily on lua coding to achieve a lot of things that are simply not possible with cob.

However, while we've slowly accrued some quite advanced and helpful lua, this has been from one-off donations of time from various people.

The problem with this is that these people are not regularly available to continue with lua production, or to troubleshoot the code that they have made for us if it has problems, or needs to be expanded.

We really need someone who has the ability to do some advanced lua work, but who can also commit to being a permanent member of the IW team. That doesn't mean you can't work on other projects, or that we're going to lock you into a cell and have you work 24 hours a day ;) But it does mean that we need something a bit more reliable then a once-off commitment to get work done.

Let me know if you're interested, or you know someone who might be interested. I think IW has a chance to bring plenty of people into the Spring fold, and we've made more progress in the last few months then we've ever made before, so there will be plenty of exposure for your work.

Re: Imperial Winter seeking committed lua person

Posted: 30 Jun 2008, 09:12
by FLOZi
Oi, you have Maelstrom and Gnome.

We only really have me, and I'm rubbish. :(

Re: Imperial Winter seeking committed lua person

Posted: 30 Jun 2008, 09:36
by KingRaptor
CA has a surplus of lua coders and is in need of good modellers + texturers.

Maybe we can make a trade, hmm?

<_< >_>

Re: Imperial Winter seeking committed lua person

Posted: 30 Jun 2008, 10:57
by Warlord Zsinj
Raptor: Perhaps. A decent texture can take a lot longer then decent lua though :P As a beta tester, though, it's your job to point those CA lua chaps to this thread, or face a brutal trouting. ;)

Maelstrom has not done anything lua-related for a few months now, and has solemnly sworn to never touch lua again.

Gnome is learning lua, but apart from having a heap of other tasks to get through, he's also not familiar enough with the syntax in order to achieve a number of the advanced things we're after.

As an example of the sort of work we need done, here's an excerpt from the lua to-do list on our dev forum:
1. Fixing the broken military flags
The military upgrades for both sides cannot extract because of engine issues in Spring. Basically, the imperial one is a transport, and the rebel one is a factory. Both of those classes cannot be metal extractors. So we've faked extraction by spawning a fake extractor using lua, reading what is mined there, and running the value through the real upgrade unit.

For some reason this works perfectly fine when running through spring.exe, but breaks when you start a game using the lobby.

Currently (in 032), I have faked metal extraction using the metalmake tag, but this is only an approximation and does not make sense on all maps.

2. Capture Enemy Flag orders
There needs to be a way for a player to issue a 'capture this flag' order to their units. This should make units:
- move to the flag
- ensure they are within the flag capture radius (if possible)
- position themselves defensively around the flag (not strictly necessary so long as they are all within the radius - but it shouldn't lock up their ability to fire at the enemy)
- not register as having completed their orders until the flag is in their possession. Currently if you want to capture an enemy flag, you neutralize it (becomes neutral :P ), and then you capture it.
- Units then carry on with whatever other orders exist in their que
- This should fully integrate with the existing spring UI. If it is the 5th order in a que, it should show a line from the 4th order, and a line to the 6th order, etc. It should trigger a 'yes sir!' vocal response.
- Ideally it should have support for a custom cursor, though just using the attack cursor is acceptable
- Also, it would be good if units automatically moved to capture flags in their LOS when set to 'roam'.

3. Imperial Construction / Dropships
Most imperial units, and almost all imperial structures are delivered from orbit via dropships. We need code that animates these dropships delivering the units and structures. These dropships are duplicated repeatedly, so it would be inefficient to make them part of the structure model.

On top of this, implementing some sort of visual indicator that explains to the player how long it will be until his structure is delivered is needed (it needs to slow for stalling, etc, just like a normal construction).

Ideally there should be some way for players to see at a glance what is being constructed as well as how far along it is.

An idea is to have a thick teamcoloured (or just blue) circle that slowly completes, perhaps with the ghost of the building being delivered indicated in the position where the building will go...
Another way is to use the nanoframes, but make them blue (like a hologram) - and never fill in the texture, just keep it glowing blue. When it is fully filled in with blue, the structure is delivered by the dropship. We're happy to listen to ideas here though.
We also have a mocked up UI that gnome is working on, but I'm sure he'd appreciate some help from someone who is already well versed in lua.

Re: Imperial Winter seeking committed lua person

Posted: 30 Jun 2008, 13:03
by AF
This is the sort of things other game teams here need to do but instead spend hours and hours complaining they cant use lua themselves so they don't use it.

Hooray!

Re: Imperial Winter seeking committed lua person

Posted: 30 Jun 2008, 17:07
by Argh
@WZ: Stuff that could be used to solve all 3 problems pretty easily is already in P.U.R.E., and will be available when it is done.

Re: Imperial Winter seeking committed lua person

Posted: 01 Jul 2008, 10:30
by KDR_11k
But PURE has a stupid license.

Re: Imperial Winter seeking committed lua person

Posted: 01 Jul 2008, 11:39
by Forboding Angel
It's using some sort of a CC license KDR, or at least the lua is, but the author is restricting usage in mods where the content is illegal, which means that for you, me and WZ, it is perfectly usable.


And @ WZ, heh, good luck. I only wish I could get that. Course Lurker generally handles everything for me, but he does have a life ya know :-)

Re: Imperial Winter seeking committed lua person

Posted: 01 Jul 2008, 20:04
by Tribulexrenamed
Call me in 7 weeks.

Re: Imperial Winter seeking committed lua person

Posted: 02 Jul 2008, 01:38
by TheFatController
Warlord Zsinj wrote:1. Fixing the broken military flags
The military upgrades for both sides cannot extract because of engine issues in Spring. Basically, the imperial one is a transport, and the rebel one is a factory. Both of those classes cannot be metal extractors. So we've faked extraction by spawning a fake extractor using lua, reading what is mined there, and running the value through the real upgrade unit.

For some reason this works perfectly fine when running through spring.exe, but breaks when you start a game using the lobby.

Currently (in 032), I have faked metal extraction using the metalmake tag, but this is only an approximation and does not make sense on all maps.
This one doesn't sound like it would be too hard to solve, I wouldn't mind just looking at the script if you're interested

Re: Imperial Winter seeking committed lua person

Posted: 02 Jul 2008, 15:54
by Warlord Zsinj
Sure, I'm happy to get all the help I can.

If you're on the lobby, pop into #swiw and we'll walk you through the problem.

Re: Imperial Winter seeking committed lua person

Posted: 05 Jul 2008, 17:33
by Satirik
Forboding Angel wrote:It's using some sort of a CC license KDR, or at least the lua is, but the author is restricting usage in mods where the content is illegal, which means that for you, me and WZ, it is perfectly usable.


And @ WZ, heh, good luck. I only wish I could get that. Course Lurker generally handles everything for me, but he does have a life ya know :-)
isn't star wars and every things related to it, copyrighted by lucas art ? i don't think you can legally use star wars as name nor use anything from the films even if you made the models and textures ...

Re: Imperial Winter seeking committed lua person

Posted: 05 Jul 2008, 20:01
by lurker
Weekend now, I should have that capture code for you tomorrow. No project commitments though :P.

Re: Imperial Winter seeking committed lua person

Posted: 07 Jul 2008, 09:54
by KDR_11k
Satirik wrote:isn't star wars and every things related to it, copyrighted by lucas art ? i don't think you can legally use star wars as name nor use anything from the films even if you made the models and textures ...
AFAIK it's fairly easy to get permission for fan works from Lucas Arts, especially when you don't have jedi in your mod. The SW Troopers mod for UT2004 got official permission IIRC.

Re: Imperial Winter seeking committed lua person

Posted: 08 Jul 2008, 11:49
by Warlord Zsinj
Yeah, lucasarts are very tolerant of fan-made mods, as there's a star wars mod for pretty much every game out there, and I don't think any of them have ever received any ill will. Not even mods such as the big battlefield star wars mod series, which have directly competed (and arguably been superior to) lucasarts products on the market at their time of release.

As long as you don't do anything foolish like repackaging content or music (and we're being extra careful by not using named characters etc), we're not going to incur lucasarts ire, and, as KDR mentioned, could probably even get official permission.

Re: Imperial Winter seeking committed lua person

Posted: 07 Aug 2008, 03:02
by FrOzEnTaCo
the imp. dropships remind me of empire at war and forces of corruption. i have both games and they suck though >.>

Re: Imperial Winter seeking committed lua person

Posted: 07 Aug 2008, 06:43
by Warlord Zsinj
Yeah, we've played both. They did both suck. Well, EAW didn't suck, it was just very average.

IW will be good :P