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 PostPosted: 27 Sep, 2011 
 
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Domino wrote:
well IF anyone knows why, when i look at the TVG lua files all the code is on one line in notepad++, AND how to correctly format it onto different lines, i would take a look at the problem, and provide a fix (if possible)

Tis the same for me. Perhaps he didnt use notepad to make the files?


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 PostPosted: 27 Sep, 2011 
 

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Can LUA code be partially compiled? looking at the code that is there it is just a mess if random characters for the most part.


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 PostPosted: 27 Sep, 2011 
 

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Hi,

I personally think it was written on another operating system, like mac or linux maybe..
tis very strange it looks like that in notepad++ but the game still understands it..

ghaleon has done a proper ROLF job on us! :D

its not like were gonna steal or would want to steal his coding or anything,

either he has done something to make it like that OR it was written on another OS,
which is why the windows formatting is guffed up..

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 PostPosted: 27 Sep, 2011 
 
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Yeah, my experimenting with Lua a long time ago discovered that you actually didn't need a separate line for each piece of code to run.

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 PostPosted: 27 Sep, 2011 
 
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This issue you have come across is code obfuscation by the author.

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Lambda is weird, weird things happen.


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 PostPosted: 27 Sep, 2011 
 

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I have just tried reading some of the .lua files in Ubuntu with gedit and vim.
The codes are still on one line. :"<
While I certainly see no reason to obfuscate the code, whether the author
actually intended for this to happen or not does not matter as much as
being able to reverse the effect. I'll help looking to see if there is a way.


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 PostPosted: 27 Sep, 2011 
 

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I remember raging at Ghaleon one day when I saw his code. I mean, I. Raged. Hard. Harder than I have at Resin for his coding.

I think it was something about keeping file size down.

[PS:] Yes, Lua can be partially compiled.

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 PostPosted: 27 Sep, 2011 
 

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Hi,

Thats actually quite hilerious, i dont see the point in doing such a thing...

but anyway, its upto the author what he does, i guess he wants to make it as difficult as possible to read his code.. for some strange reason..

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 PostPosted: 28 Sep, 2011 
 
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Probably has something to do with the spat he had with Exavier way back when.

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 PostPosted: 28 Sep, 2011 
 

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its a bit sh!t really, :)

would you do it with any of your mods?

i certainly NEVER would impliment such a thing..

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 PostPosted: 28 Sep, 2011 
 
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Wow, I did not notice that.


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 PostPosted: 30 Nov, 2011 
 

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BulletMagnet wrote:
I remember raging at Ghaleon one day when I saw his code. I mean, I. Raged. Hard. Harder than I have at Resin for his coding.

I think it was something about keeping file size down.

[PS:] Yes, Lua can be partially compiled.

I had compressed code back in April, compresses by a third or so, 300kb down to 200kb, fairly nice. I wonder if I could do a auto-mod transfer in the lobby, have had that on my list for a while. A ToDo for the lobbymod. I think I know what issue DeadMG ran into back then.
I do doubt anything to do with non-script data (models, maps and pictures) can be made useful this way though.

FuryoftheStars wrote:
Probably has something to do with the spat he had with Exavier way back when.

exactly.
Not trying to reignite hopefully kindled flames, but the point was that just looking at code does not give you any idea how hard it was to come up with it in the first place.
By no means any less challenging and timeconsuming than modeling or any other work, really. Just easier to copy if you can look at a clean source.
I had to make that point. Didn't help there were some underhanded threats every now and then, either.

I also had the feeling not to gain anything from publishing clean source, as it felt as if people already knew what and where to fix, whereas I had to spend hours to even find where an issue was in the first place. I'd have appreciated anything saving me that time.
Plan always was for this to be released as nice clean source when I was done and happy with the result.


Domino wrote:
its a bit sh!t really, :)

would you do it with any of your mods?

i certainly NEVER would impliment such a thing..


After reading what you wrote Domino, I feel more intent on implementing a time limitation on future releases.
You can count on me getting back, although it might take a while.
Some people do know how to contact me outside of these forums,
I'm not checking here as often as I used to, exactly because of such posts.
I do even consider the idea of abandoning support on these forums and moving to my own blog or somesuch.

It's no longer fun to sacrifice my spare time on coding this mod like it used to be, in no small part thanks to the drama I had to go through here. Burned through my enthusiasm to give back to the community after some time. sad, really.

I saw such first in Warcraft 3 mods and especially map scripts. People back then and there were quite intent on
Kenquinn wrote:
This issue you have come across is code obfuscation by the author.
that.
It is about taking pride in your work and protecting the time spent.

Wasn't fun then, isn't fun now.
After experiencing the backlash of just removing indentation and to be fair, comments, I felt no need to stop. Doing just that shaves filesize down by 50% from 600kb to 300kb.
I've got to add I personally prefer to indent only when needed, or let my editor do it afterwards.

Whole point, much more work to create from scratch than just copying.
I know, done both.
As really anyone does who codes, but seems to forget every now and then, *cough*.

But then again in this case you'd at least know it is possible and know how it looks, that in itself is often more work than it seems.

...


A levelcap, done some preliminary work on that, still ways to go though. Plan is for this to be editable on the fly in singleplayer, and in the lobby for multiplayer (only with lobbymod).

I'll have to take a look at the current version of DMS to add support for it.
If there's more issues than just a missing Jump button I'd be interested in what else I'd have to look for fixing.

I hope I can keep my motivation up, but really, am still on the edge.


Anyway thanks for all the encouragement and support MagicSoul, normalius, GM1XXA and of course Kenquinn as well as everyone else I've not mentioned.
I appreciate it a lot and it is what keeps me working on the mod, still, despite some unpleasant experiences.

I'm sorry it took me so long, but I'm willing to release what I have now, it should work and at least satisfy some of you until I can get to do all what is necessary for a stable release.

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 PostPosted: 30 Nov, 2011 
 
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Wow, nice to hear from you man, I clicked the thread with low hopes but that was a nice surprise.


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 PostPosted: 30 Nov, 2011 
 
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Ghaleon wrote:
Anyway thanks for all the encouragement and support MagicSoul, normalius, GM1XXA and of course Kenquinn as well as everyone else I've not mentioned.
I appreciate it a lot and it is what keeps me working on the mod, still, despite some unpleasant experiences.

I'm sorry it took me so long, but I'm willing to release what I have now, it should work and at least satisfy some of you until I can get to do all what is necessary for a stable release.


O Happy Days!

It must be almost Christmas Eve - so wonderful to hear from you Ghaleon. It is always a pleasure to see you and I just know that there are many of us who truly appreciate the extraordinary effort and work you have put into your fantastic mod. It is great to play. I like to think of it as SupCom 3 :lol:

Pay no mind to lesser experiences in the past - just know the hours of pleasure and great gameplay that your mod continues to provide and how much we are looking forward to your next release. I continue to be available to help you beta test or anything that you need. Thanks so much for everything Ghaleon.

Cheers 8)


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 PostPosted: 09 Dec, 2011 
 

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On me being not active in this thread, I've detailed it before, it is depressing to not drown in feedback.
I've given up hope that this changes, don't expect me to litter this thread with pointless posts.

And so eventually I stop caring and vanish for months.
If you wondered why I was gone, *cough*.
If I ever retire my mod project I will properly announce it.
Any attempts of claiming ownership for the work I've put into this mod will be dealt with.
I do not care if it is under the guise of compatibility work or anything else.

Thanks go out to my Alpha testers who help me improve this mod and improve chances v5 actually gets released. Most notably Brandon and Kenquinn, thanks guys!
On that note, I'll wait for Feedback from more Alpha testers as well as new applicants to help me gather data needed to balance and bug test V5 to make it ready for general release.

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 PostPosted: 09 Dec, 2011 
 

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is this mod compatible with version 3603?


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 PostPosted: 10 Dec, 2011 
 
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Ghaleon wrote:
Thanks go out to my Alpha testers who help me improve this mod and improve chances v5 actually gets released. Most notably Brandon and Kenquinn, thanks guys!
On that note, I'll wait for Feedback from more Alpha testers as well as new applicants to help me gather data needed to balance and bug test V5 to make it ready for general release.



<<< jumps up

I am available to continue alpha and beta testing and any other help you might need Ghaleon. Let me know and I will download v5 for testing and feedback.

Cheers 8)


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 PostPosted: 10 Dec, 2011 
 
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I tried V5 Alpha 1 against a sorian AI. massacre is all i can say. I got to like army level 3 and it was at like 9. Ythotha Took out like 12 monkeylords without dying.


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 PostPosted: 10 Dec, 2011 
 
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Ecarus wrote:
I tried V5 Alpha 1 against a sorian AI. massacre is all i can say. I got to like army level 3 and it was at like 9. Ythotha Took out like 12 monkeylords without dying.

V5 Alpha 1 is chalk full of bugs. Im on Alpha 7 and still testing for bugs XD


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 PostPosted: 10 Dec, 2011 
 
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Oh lord, just noticed, now to give it a try.


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 PostPosted: 10 Dec, 2011 
 
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Ecarus wrote:
Oh lord, just noticed, now to give it a try.

theres still bugs to locate and fix =p I am yet to complete even 1 game with the alpha =p


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 PostPosted: 10 Dec, 2011 
 

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Ah that's great info, thanks Ecarus ^^!
That massacre was something I was wondering about, I gave the AI an edge in that all XP it gains via Army levelups or AutoXP, is counted again as fresh XP into their ArmyXP.
You can toggle that in later builds, I'm just wondering if I should keep that behavior as default. Players without any custom AIs might appreciate the extra challenge, custom maps are also affected by this.

Anyhow, the current build have a nice logging feature which'll help me gather data to balance such situations better.
If you want I can disable this AI "advantage" for now. just drop me a note.

Thanks MagicSoul, I've already sent you a message, will send it again!

Jarmen, yes it should be, although quite a few changes overlap, ie TVg contains much of patch3603.

Brandon has found a ton of bugs, without him there'd be a slew of issues remaining. Am glad we can hopefully approach a stage where balancing and phasing in of new features will be the main goal.

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 PostPosted: 13 Dec, 2011 
 

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Not sure the correct form to give feedback, but I've been playing the crap out of it (With BO Unleashed and the advanced ACU's)

Super fun overall, but I feel like the economy of the game is a bit odd. Part of that is BO's level3 hydrocarbon generators, but with so much mass coming in it can be weird. Part of that is mitigated by building higher level units, but I feel like it sort of goes on ad finitum. Some things, like shields, can get ridiculously powerful while under constant fire, and artillery barely scores any kills, so it's firepower doesn't go up.

I only use Sorian AI as well. If possible, could you add buttons to turn off building experience for different types of buildings? For example:

No building EXP
Only Military Buildings (Factories/Shields/etc) EXP
All EXP

Additionally, it would be cool to slow down the average rate of passive level gain or turn it off altogether (ie. shields only get exp when shot at.) Is there a way to do this?

Overall, FANTASTIC job, just got into the game and it's made me up my game a lot. I'd love to check out the beta and test it when I have time, I work a ton, but wouldn't mind checking it out and looking through code if you need help (a little help, anyway!) Either that, or release the new version please :)


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 PostPosted: 13 Dec, 2011 
 
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Gotthard wrote:
Not sure the correct form to give feedback, but I've been playing the crap out of it (With BO Unleashed and the advanced ACU's)

Super fun overall, but I feel like the economy of the game is a bit odd. Part of that is BO's level3 hydrocarbon generators, but with so much mass coming in it can be weird. Part of that is mitigated by building higher level units, but I feel like it sort of goes on ad finitum. Some things, like shields, can get ridiculously powerful while under constant fire, and artillery barely scores any kills, so it's firepower doesn't go up.

I only use Sorian AI as well. If possible, could you add buttons to turn off building experience for different types of buildings? For example:

No building EXP
Only Military Buildings (Factories/Shields/etc) EXP
All EXP

Additionally, it would be cool to slow down the average rate of passive level gain or turn it off altogether (ie. shields only get exp when shot at.) Is there a way to do this?

Overall, FANTASTIC job, just got into the game and it's made me up my game a lot. I'd love to check out the beta and test it when I have time, I work a ton, but wouldn't mind checking it out and looking through code if you need help (a little help, anyway!) Either that, or release the new version please :)

HAte to say it, But Unless your post is about the Alpha V5, its kinda useless


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 PostPosted: 14 Dec, 2011 
 

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It's not about v5, but I also asked in my post if I could have access to it. I couldn't locate a download location. Sorry if it was useless, just trying to give feedback on an excellent job. If you have the alpha, could you send me a location or the file?


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