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  • Nov 06 22:43
    tomjn opened #519
  • Nov 06 12:06

    gajop on master

    SAIDPRIVATE can activate chat p… Merge pull request #518 from Be… (compare)

  • Nov 06 12:06
    gajop closed #518
  • Nov 06 11:35
    Beherith opened #518
  • Nov 04 23:18

    GoogleFrog on syncMerge

    (compare)

  • Oct 26 15:58
    gajop commented #517
  • Oct 26 15:57
    gajop reopened #517
  • Oct 25 07:55

    gajop on master

    - try to prevent the client fro… (compare)

  • Oct 25 01:00
    gajop closed #517
  • Oct 25 01:00

    gajop on master

    close https://github.com/Spring… (compare)

  • Oct 25 00:52
    gajop assigned #517
  • Oct 25 00:52
    gajop opened #517
  • Oct 21 17:58
    Beherith commented #322
  • Oct 10 01:20
    gajop commented #516
  • Oct 10 01:20

    gajop on master

    StartScript with Side and AIOpt… AIOptions window AI side selection and gameConfi… and 2 more (compare)

  • Oct 10 01:20
    gajop closed #516
  • Oct 09 21:30
    rlcevg commented #516
  • Oct 09 21:30
    rlcevg commented #516
  • Oct 09 21:29
    rlcevg commented #516
  • Oct 09 21:19
    rlcevg synchronize #516
Eshed
@ashdnazg
no
Gajo Petrovic
@gajop
if you can access luamenu stuff from game
not talking about variables
Eshed
@ashdnazg
now VFS.MOD will not read MENU stuff
Gajo Petrovic
@gajop
ok
that's good
it's actually pretty good if we can choose also but optional
Eshed
@ashdnazg
every bit of unsynced code which doesn't specify the mode or which specified VFS.ZIP (or VFS.RAW_FIRST) will read from menu archive
Gajo Petrovic
@gajop
i'm basically asking this if both luamenu and game have stuff in "libs", would they merge/conflict or not, and the answer seems no
imo if all you need to do is correctly specify it, it's not a problem
Eshed
@ashdnazg
it depends on the function which looks for them
in any case synced lua code is protected
it's correct to assume people never correctly specify
Gajo Petrovic
@gajop
"good default", sure
so about the last thing you said
wouldn't it imply that game's luaui code would read from menu archive by default?
Eshed
@ashdnazg
the default in luaui reads will be able to read things from luamenu
indeed
Gajo Petrovic
@gajop
that doesn't seem to be the best default
by default i'd exclude things
Eshed
@ashdnazg
unfortunately it seems to be a big problem to change that
Gajo Petrovic
@gajop
because the default isn't VFS.MOD?
Eshed
@ashdnazg
yes
Gajo Petrovic
@gajop
ok i understand
Eshed
@ashdnazg
remember that widgets can exist in the map archive and in raw filesystem
I've originally tried to prevent this
but it was a rabbithole
every change broke something else
Gajo Petrovic
@gajop
i can live with it, i assume people writing libs to be more responsible in writing correct VFS access modes
the biggest conflict i can see is in the "libs/" dir
Eshed
@ashdnazg
and the most important thing is the synced code
now, you can still put a units folder in your menu
Gajo Petrovic
@gajop
maybe xP
Eshed
@ashdnazg
but that will suck :D
Gajo Petrovic
@gajop
aha
well
Eshed
@ashdnazg
because the engine itself isn't protected like the lua
I can probably fix this
Gajo Petrovic
@gajop
i was thinking about adding units/gameplay in luamenu but it's probably best to just run menu -> game and have the menu display still running
Eshed
@ashdnazg
yup
:P
Gajo Petrovic
@gajop
can a start script run (specify) a menu, game and map ?
Eshed
@ashdnazg
I haven't put a menu in the startscript yet
there are some complications for that
but it's something I must add
so deafaultstartscript works
and there is no reliance on these silly springsettings
Gajo Petrovic
@gajop
Eshed
@ashdnazg
yes, but not for us
L.J. Lim
@KingRaptor
on campaign: the campaign handler is functional, it lacks some features I'd like (sorting saves by date, scene replay) but those can be added later