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Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 01:33
by Super Mario
Can be use for mod making, bug testing, singleplayer making, AI testing and or making. Don't see why spring doesn't have one.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 02:02
by Forboding Angel
What?
Wysiwyg means literally: What You See Is What You Get
How does this apply to spring in your vision? Your explanation/description is beyond vague.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 06:52
by Pressure Line
A unified editor program? What functions do you want? 3D modelling? Texturing? unitdefs? weapondefs? movetypes? random Lua?
Agreed Forb, OP gets 0/10 for being too vague.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 09:26
by thesleepless
That said, being able to modify all unit settings in game would be awesome for testing balance and such.
3d modelling and texturing are a bit beyond the scope i'd say.
But map editing could be done since we can terraform anyway, just allow exporting the heightmap.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 10:56
by zwzsg
Don't see why spring doesn't have one.
Yes, what are you waiting for? Make one, now!
Can be use for mod making, bug testing, singleplayer making, AI testing and or making.
To bugtest, make single player mission, and test AI, I simply use Spring.exe.
Anyway, yesterday I woke up with a genial idea. I hesitated a bit before sharing such a brillant idea, but then I figured I wouldn't have enough motivation to do it myself anyway. But then I thought, hey, it could be a community project! Cause we're a community, right? So, here is my idea:
- Make a good Spring game.
Don't see why spring doesn't have one. Oh and don't forget to credit me once you've made it, since it was MY idea after all.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 11:06
by Licho
Idea: perpetum mobile!
Can be used to make energy out of nothing! Will solve world's energy crisis and global warming too!
Can't see why we don't have one already!
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 11:33
by zwzsg
thesleepless wrote:That said, being able to modify all unit settings in game would be awesome for testing balance and such.
Take a look into \docs\cmds.txt:
/editdefs [0|1] -- requires /cheat,
-- allows lua writing to UnitDefs, FeatureDefs, and WeaponDefs
Though I don't really know what it does. In fact I was looking for a command to reload all unitdefs when I found this.

Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 12:36
by Gota
Licho wrote:Idea: perpetum mobile!
Can be used to make energy out of nothing! Will solve world's energy crisis and global warming too!
Can't see why we don't have one already!
I have one right here in my living room.
If i could get some funding the world's energy problems would be over.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 12:38
by Karl
zwzsg wrote:
/editdefs [0|1] -- requires /cheat,
-- allows lua writing to UnitDefs, FeatureDefs, and
now it would be nice if there is one for cegs to
so that i dont need to restart everytime just to see some few changes..
also i think he means kinda like a ingame SDK or something similar with it
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 12:41
by Wombat
trolls
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 13:35
by knorke
for lua theres /luaui reload and turning it on and off and on in F11
Idea: knorke
Is pretty awesome and everything.
Can't see why you don't give him money already!
pff you deleted your post?
well i did not start paint for nothing :/
oh and for maps there are some editors. names are featureplacer, worldbuilder and springmapedit or something.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 17:19
by CarRepairer
Super Mario wrote:Explanation about the new model format in the "Art & Modeling" section would be nice you know.
Super Mario wrote:Peet wrote:Super Mario wrote:quote="hoijui"] 95% of other games on windows use DirectX, which is also the reason why they are not released for Linux btw (-> no, we will not use DirectX), while spring uses OpenGL. [/quote
Spring can always go though SC2 route and support directx and open GL.
Do you have any idea how much abstraction and refactoring, not to mention the reimplementation of the whole rendering system that would entail? Spring could also cure cancer. Get on it.
Where the hell did you think that I imply that it's going to be easy?
Super Mario wrote:Kloot wrote:
Super Mario wrote:Importer script for blender would be better for me.
So make one?
You think that I know how?
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 17:31
by Wombat
amazing pic knorkor
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 21:06
by Forboding Angel
knorke gets 10/10 on the gota scale.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 22:52
by Super Mario
[quote="CarRepairer"][/quote]
Point? (what? it doesn't let me quote the quotes? :/)
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 23:04
by Hoi
Super Mario wrote:Can be use for mod making, bug testing, singleplayer making, AI testing and or making. Don't see why spring doesn't have one.
Maybe it's better to wonder WHY it does not have this.
Re: Idea:A WYSIWYG for spring.
Posted: 02 Sep 2010, 23:16
by Super Mario
Forboding Angel wrote:What?
Wysiwyg means literally: What You See Is What You Get
How does this apply to spring in your vision? Your explanation/description is beyond vague.
Sorry for not explaining. It was very late.
Anyways, the editor can be used to spawn uints without using the builder and such. Allow to code lua in real time without truing spring on and off all the time. (blender has this type of thing? Can't remember) Anyways lets say your a mod and your currently balancing some uints.
you want to see the 50 units of x vs 30 uints of y is balance.
You spend around 5-10 minutes setting up the battle.
You saw a balance promblem.
you exit spring to edit files
you start spirng to spend another 5-10 minutes
if fails rise and repeat.
While the editor that I have in mine
you want to see the 50 units of x vs 30 uits of y is balance.
you spend around 5-10 minutes setting up the battle
you save the uints postions
you saw a balacne promblem
you edit the files while the game is running
you load the save file of uints postions.
you have a files of units postion that you use for testing
you run the files one after another with the feature that determens it pass or not.
Anyway thats the part of it. Don't want to expain every bit without making this a wall of text.
sorry for typos.
Re: Idea:A WYSIWYG for spring.
Posted: 03 Sep 2010, 00:14
by thesleepless
You can easily spawn a bunch of units of certain types
/cheat
/give 10 armpw 0 (give 10 peewees to first player, places at mouse cursor)
/give 10 corak 1 (give 10 aks to second player)
as for modifying the unitdefs in game.
/editdefs seems to allow editing of this, but how you actually go about this i'm not sure.
Re: Idea:A WYSIWYG for spring.
Posted: 03 Sep 2010, 00:18
by KaiserJ
ye, you can do that stuff fairly easily with various aspects of the /cheat menu
in a way spring is its own wysiwyg
something that allowed me to use all of the various utilities for spring within the game? that would be amazing. but i doubt it'll ever happen
edit : we already have a perfectly good zwzsg, they even sound sort of the same phonetically.
Re: Idea:A WYSIWYG for spring.
Posted: 03 Sep 2010, 02:12
by Super Mario
thesleepless wrote:You can easily spawn a bunch of units of certain types
/cheat
/give 10 armpw 0 (give 10 peewees to first player, places at mouse cursor)
/give 10 corak 1 (give 10 aks to second player)
as for modifying the unitdefs in game.
/editdefs seems to allow editing of this, but how you actually go about this i'm not sure.
That's not the point.... The point is that to set up a battle via gui then save it for future testing, have the units duke it out with each other then edit the lua files in real time, not specifically referring to the unitdefs. That and the ability to import units real time for testing. The editors pupose is to increase productivity.