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minimap startboxes lua script isnt on by default?

Posted: 24 Oct 2008, 13:53
by TradeMark
I have noticed, and so has someone else "cant see startboxes" etc.

Have you noticed you need to enable it with F11 when you use fresh install of spring 0.77b5 version?

mod BA65

Re: minimap startboxes lua script isnt on by default?

Posted: 24 Oct 2008, 14:44
by zerver
Startboxes is so essential it should not be LUA based imo.

Re: minimap startboxes lua script isnt on by default?

Posted: 24 Oct 2008, 14:55
by Tobi
IMO whether something is essential or not shouldn't dictate the language it's written in. The TDF parser is essential too and it's LUA based.

Of course the startboxes do need to be enabled by default.

Re: minimap startboxes lua script isnt on by default?

Posted: 24 Oct 2008, 15:15
by TradeMark
yeah IMO startboxes should be hardcoded, and only lua could override it, and you wouldnt be able to disable it EVER. so basically you could only override it by mod gadgets which arent possible to disable by F11...

Re: minimap startboxes lua script isnt on by default?

Posted: 24 Oct 2008, 15:45
by Satirik
except that you can disable luaui and widgets ... so yes it should not be a widget

Re: minimap startboxes lua script isnt on by default?

Posted: 24 Oct 2008, 15:49
by Tobi
Or we remove the possibility of disabling LuaUI :-)

Making startbox only overridable by mod doesn't really make sense, it's purely UI thing after all, hence it should be widget.

Re: minimap startboxes lua script isnt on by default?

Posted: 24 Oct 2008, 16:14
by TradeMark
Tobi wrote:Making startbox only overridable by mod doesn't really make sense, it's purely UI thing after all, hence it should be widget.
Yeah, but its the only way to prevent noobs disabling it in accident.

But IMFHO that shouldnt be lua at all, nobody wants to change it... if they wants to change it, then just hardcode more options for different styles...


OR THEN you could hardcode only the startbox widget to be on always, and impossible to disable... no matter did you select "use widgets" in options or not...

Re: minimap startboxes lua script isnt on by default?

Posted: 24 Oct 2008, 17:09
by zerver
I honestly thought the missing boxes were a bug until I saw this post...

Many ppl like to disable LuaUI to gain FPS. I know almost nothing about LUA, but the depth of the stacktraces I've stumbled across seem to indicate that it can eat CPU cycles.

Re: minimap startboxes lua script isnt on by default?

Posted: 29 Jul 2009, 21:53
by zwzsg
When the option is not choose pos, minimap_startbox.lua returns before being defined, instead of disabling itself during initialisation. This cause "MiniMap Start Boxes" to not even exist (like, not shown not even red in F11 list) when the game is not choose pos.

The widget of every game is created the first time that game is run. If that first game is not choose pos, then "MiniMap Start Boxes" is not even listed in the config. And must be enabled manually when game is run with choos pos another time.

Maybe this issue concerns only the way I have a mod wiget to auto-enable external widgets in KP, but anyway, here's a version where I moved the check to Initialize.

Note: If minimap_startbox.lua merely returned before defining function, it would list be listed, but it only not return, it returns false, which make it more disabled.

Which is a way I'll now be using for my two external KP specific widgets.

Re: minimap startboxes lua script isnt on by default?

Posted: 30 Jul 2009, 00:23
by TradeMark
i have sometimes noticed that the startbox doesnt disappear when game is started while i am speccing (mod XTA some of the newer versions)

might be cause of minimizing the game? thats best clue i have...

and btw, when i lately played this XTA game and some other mod, the startboxes werent on by default.

Re: minimap startboxes lua script isnt on by default?

Posted: 23 Aug 2009, 10:20
by hoijui
edit: woops, wrong topic, moved here:
http://springrts.com/phpbb/viewtopic.ph ... 55#p372155