Search found 40 matches

by Samowar
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 ...
by Samowar
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 ...
by Samowar
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 :D
by Samowar
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...
by Samowar
17 Feb 2010, 02:36
Forum: Technical Help / Troubleshooting
Topic: Power comes so slowly
Replies: 20
Views: 7408

Re: Power comes so slowly

Zarel wrote:
Eddie wrote:why
That's just how the game was designed...
But it IS annoying until you get the repair facility in alpha 6
by Samowar
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...
by Samowar
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...
by Samowar
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...
by Samowar
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...
by Samowar
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:...
by Samowar
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: ...
by Samowar
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...
by Samowar
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 ;) .
by Samowar
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...
by Samowar
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...