Search found 40 matches
- 24 Mar 2010, 23:02
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Re: Campaign with lua
And I don't know (hence my question) if it's feasible to tweak the converter script so it deals with this matters or if the current version is as good as it gets and whatever errors still remain are to be fixed by hand. Hello? Is there still any interest in developing the lua branch? If yes, I see ...
- 19 Feb 2010, 00:45
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Re: Campaign with lua
If you look at the lua code converted from VLO files, they use zero-indexed arrays (which are legal in lua, but not exactly encouraged or recommended) but at great cost to code readability. So we should probably change this. OK, I think I formulated it wrong. The problem in Alpha6 was that the SLO ...
- 18 Feb 2010, 02:10
- Forum: Ideas and suggestions
- Topic: Limiting tech in skirmish
- Replies: 29
- Views: 8289
Re: Limiting tech in skirmish
Limit the number of research facilities. If you manage to reach T3 from T1-nobases with just one RF per player... you have too much time
- 18 Feb 2010, 01:58
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Re: Campaign with lua
Is anyone listening at all? Seems I'm the only one to post here in recent times. Anyway, I've fixed some things to make scripts better debuggable (whose idea was it to throw out the backtraces in event.lua? You effectively "swallow" all script errors) and found the direct cause for the scr...
- 17 Feb 2010, 02:36
- Forum: Technical Help / Troubleshooting
- Topic: Power comes so slowly
- Replies: 20
- Views: 7408
Re: Power comes so slowly
But it IS annoying until you get the repair facility in alpha 6Zarel wrote:That's just how the game was designed...Eddie wrote:why
- 17 Feb 2010, 01:38
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Re: Campaign with lua
Hm... somehow the strike team never gets assembled, although it's all there in the script. ...and now I know why. At least partially. Somehow, when the second team (i.e. the rocket-bugs) is about to be assembled, luaWZObj_checkgroup reaches the following line: 1760 luaL_error(L, "argument %d i...
- 16 Feb 2010, 19:54
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Re: Campaign with lua
- AI being apathetic in alpha 6 is definitely lua's fault; loading the start-of-mission-savegame in trunk starts an immediate attack. Hm... somehow the strike team never gets assembled, although it's all there in the script. Debugging with "break grpJoin if (psDroid->player==1)" shows sus...
- 13 Feb 2010, 18:03
- Forum: Development
- Topic: Help reducing warnings in source code
- Replies: 46
- Views: 17841
Re: Help reducing warnings in source code
If you can see the serious warnings instantly between the 230 reported you might be much better than me. AFAIK, (nearly) all developers use gcc under Linux. There you have the option to turn certain sorts of warnings on and off via a compiler flag in the Makefile (as opposed to a pragma in the sour...
- 12 Feb 2010, 16:43
- Forum: Development
- Topic: Help reducing warnings in source code
- Replies: 46
- Views: 17841
Re: Help reducing warnings in source code
if we apply this patch, it would ruin the revision history, make diffs / merges harder, and I am not sure we want that. Why is this? If you just apply it to svn as a normal bugfixing revision? I think compiler warnings, even if they only occur on some platforms, should be considered bugs and either...
- 12 Feb 2010, 03:46
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Re: Campaign with lua
I suppose this hasn't anything to do with lua, probably it was a bug that was there when trunk was merged into lua and has been corrected since in trunk. I didn't manage to find that changeset, however. Found it. Ironically, it is the very changeset directly after trunk was merged into lua... EDIT:...
- 11 Feb 2010, 19:36
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Re: Campaign with lua
With r9783: error |06:29:16: [luaWZ_dofile] loading Lua file: script/data/cam1a-c_logic.lua:313: ')' expected near '[' error |06:29:16: [report] script/glue.lua:79: failed loading file stack traceback: [C]: in function '__dofile' script/glue.lua:79: in function 'dofile' script/data/cam1a-c.lua:206: ...
- 11 Feb 2010, 16:31
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Re: Campaign with lua
Perhaps the latter has something to do with me killing their sensor in alpha 2. Note to self: replay with letting it live. OK, it doesn't. @stubs: stub: groupMember stub: setGroupSecondary stub: _ stub: showConsoleText stub: flushConsoleMessages stub: randomiseSeed stub: initAllNoGoAreas stub: addD...
- 11 Feb 2010, 14:08
- Forum: Scripting
- Topic: travel path calculation
- Replies: 17
- Views: 9303
Re: travel path calculation
Well, if it really were such a good idea, it would be strange if someone hadn't implemented it before .
- 11 Feb 2010, 13:51
- Forum: News and announcements
- Topic: 2.3 Beta 10 is released!
- Replies: 84
- Views: 53526
Re: 2.3 Beta 10 is released!
The only thing that I can think would increase the usability of artillery units would be an easier way to disconnect a unit from a sensor. Right now, every individual unit has to be clicked and moved. I can't think of any good suggestions without cluttering the UI right now, and either way, that wo...
- 11 Feb 2010, 02:34
- Forum: Scripting
- Topic: Campaign with lua
- Replies: 24
- Views: 15505
Campaign with lua
This thread is for everyone replaying the campaign with the lua2 branch to test the lua scripts for the campaign and report any impressions and bugs. -in alpha 2 ("power surge") there was a New Paradigm sensor standing around at the SE corner (where NP would attack from in alpha 6). Is thi...