(OLD, OBSOLETE, OUTDATED) decay BA v7.84 widgets pack

(OLD, OBSOLETE, OUTDATED) decay BA v7.84 widgets pack

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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

(OLD, OBSOLETE, OUTDATED) decay BA v7.84 widgets pack

Post by jamerlan »

Hello! There are my widget attached (all I use that not included in BA or modified version)

How to install: put all files from zip archive to spring/luaui/widgets folder

auto_reclaim_heal_assist.lua - this is useful for rezz bots and constructors. I excluded spy bots from list to not decloack them automatically

cmd_quick_unload.lua - useful when transport under fire
gui_comblast_range.lua - VERY useful
gui_mobile_anti_defence_range.lua - Shows ranges of anti vechicles and ships
gui_show_orders.lua - shows ally factories queue
unit_air_allways_fly.lua - Set air labs on "fly" mode by default
unit_anti_comnap.lua - places markers for enemy transports
unit_auto_group_com.lua - adds commander to group 3
unit_factory_guard.lua - fixed bug with destination point reset
unit_immobile_buider.lua - improved version (will create another forum thread)
unit_obedient_constructors.lua
unit_showbuild.lua

other useful widgets included:
unit_dgunhelper.lua
gui_hilight_selectedunits.lua
gui_blastRadius.lua
gui_toggleLos.lua
gui_unit_stats.lua
radar_range.lua
gui_idle_builders_new.lua
Attachments
decayWidgetsPack.zip
(29.89 KiB) Downloaded 27 times
Last edited by jamerlan on 18 Jan 2015, 11:50, edited 2 times in total.
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: decay widgets pack

Post by Silentwings »

Please don't distribute modified widgets with the same name or filename as widgets that are included in BA - that creates problems when the versions maintained inside BA get updated.

There is unit_factory_guard.lua and I assume you didn't mean to mis-spell unit_immobile_builder.lua, which are the only cases of it above.
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jamerlan
Balanced Annihilation Developer
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Joined: 20 Oct 2009, 13:04

Re: decay widgets pack

Post by jamerlan »

I disagree with these distribution rules. Widgets were included in BA and before that they had a free life and evolution. You preventing me from updating widgets in BA so I will "distribute" them as a drop-in-replacement (free evolution).

I posted some widgets to replace BA widgets with "better or fixed versions". Anyway these widgets were always available in forum and widgets database.
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PepeAmpere
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Joined: 03 Jun 2010, 01:28

Re: decay widgets pack

Post by PepeAmpere »

jamerlan wrote:I disagree with these distribution rules. Widgets were included in BA and before that they had a free life and evolution. You preventing me from updating widgets in BA so I will "distribute" them as a drop-in-replacement (free evolution).
I dont think so Silentwings has any motivation to bind you with his rules :). This is not about rules, its about practical use.

Generaly in last years devs of many games i tested care more about widgets they provide to their players and such pack can bring a lot of confusion to new users. I see ultimate widget pack without connection with any game as overcome solution. I dont wonder ZERO-K kill/OFF widgets which are not part of their game file, every game dev think about it sometimes, when such lovely packs like you provide arrise. :twisted:

I admit we were trying similar with our old portable gamepacks, but because of confusion of noob users we try to rid off any "user widgets" for any universal setup (where is expected, that player will play more then one game).
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Anarchid
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Re: decay widgets pack

Post by Anarchid »

I dont wonder ZERO-K kill/OFF widgets which are not part of their game file, every game dev think about it sometimes, when such lovely packs like you provide arrise
ZK doesn't kill nor disable them, you just have to tick an "advanced" option for them to be loaded. Now, Evo? That's a different story :P
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jamerlan
Balanced Annihilation Developer
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Joined: 20 Oct 2009, 13:04

Re: decay widgets pack

Post by jamerlan »

These widgets give me +5 TS or even +10

I played without them yesterday(because wanted to test only BA versions) a few games and lost like a noob. Without these widgets I am like without hands and eyes. So I propose everyone to try them.


PepeAmpere, You use these widgets (from community) then you are trying to block evolution of them. Very smart.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: decay widgets pack

Post by Jools »

Silentwings didn't disallow you to use these widgets, just not name them similar than included ones. It's to not have versions collide so that nobody knows which is the most updated version.

If you have a better version than the one included in ba/xta/noobmod, why not ask it to be included in that mod then?

Also, could people when they update widgets (/ gadgets) please also update the date in the getinfo field as well as increment the version number. Most of the time people don't do that and we have several widgets with same version. We are not running out of numbers, there are as many numbers as there are people on the planet* :)

* There is infinite times more numbers than people
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jamerlan
Balanced Annihilation Developer
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Re: decay widgets pack

Post by jamerlan »

Jools, my point was: widgets were adopted by the game. Game developers not renamed these widgets even if they changed/fixed/updated them. Why should I change widget's original name? Widget renaming can produce even more trash and chaos for game and widget community.

Example: I renamed widget and modified it then new version of game/engine released. Config will be fucked (as usual) and as result players will have 2 wigets active with diff names. So widgets will collide and ... profit.

About widget versions you are right ofc.
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: decay BA v7.84 widgets pack

Post by Silentwings »

Game developers not renamed these widgets even if they changed/fixed/updated them. Why should I change widget's original name?
It's normal to rename something (at least slightly) if you fork it.
Example: I renamed widget and modified it then ... profit.
1) some random user has local version of widget with same name as mod version
2) spring/mod updates and local version breaks, local widgets author does/can not update it or is now long gone (mod version is updated and works fine)
3) user does not realize and complains about broken widget

I fail to see what profit results. Use a different name -> user turns off broken widget and notices mod has a working widget to ~replace it -> no problem.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: decay BA v7.84 widgets pack

Post by luckywaldo7 »

Silentwings wrote:
Game developers not renamed these widgets even if they changed/fixed/updated them. Why should I change widget's original name?
It's normal to rename something (at least slightly) if you fork it.
Normal? I don't do normal. Shortly from now I will be announcing the release of decay BA v7.84 widgets pack version 2, which will be an important update with increased version numbers on everything. (Incidentally, it may be all the current BA versions of the widgets)
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PepeAmpere
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Joined: 03 Jun 2010, 01:28

Re: decay widgets pack

Post by PepeAmpere »

jamerlan wrote:PepeAmpere, You use these widgets (from community) then you are trying to block evolution of them. Very smart.
Kind of paranoic, huh? :twisted: I was talking about our distribution of game + engine + lobby + widgets + notaTV + taunts...

Silentwings nor even me suggest "block" any work of other people. You are free to do what you want. Create as many such widget packs you want, update any old junk you find in deep holes where Balrog sits. I just say your pack can bring confusion to uninformed player, your widget pack has dark side.

Such packs were worth 2years+ ago. Maybe for "mainstream" BA there is still some some need for such stuff, but responsible dude should inform users, that his pack can cause huge problems if player try any other game then BA.

If you dont know the danger, we are supposed to do that instead of you and tell the people.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: decay widgets pack

Post by Forboding Angel »

Anarchid wrote:ZK doesn't kill nor disable them, you just have to tick an "advanced" option for them to be loaded. Now, Evo? That's a different story :P
Tick advanced box, put widgets in Widgets_Evo folder. That's not so hard.
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jamerlan
Balanced Annihilation Developer
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Joined: 20 Oct 2009, 13:04

Re: decay BA v7.84 widgets pack

Post by jamerlan »

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