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Date Editor Before After
3/31/2025 2:09:27 PMCNrankXNTWASD before revert after revert
3/29/2025 11:41:01 AMCNrankXNTWASD before revert after revert
3/29/2025 7:50:06 AMCNrankXNTWASD before revert after revert
Before After
1 Can I have some error log? 1 Can I have some error log?
2 \n 2 \n
3 I will collect what weird things did I do. 3 I will collect what weird things did I do.
4 \n 4 \n
5 [spoiler] 5 [spoiler]
6 \n 6 \n
7 *New* CustomUnits: 7 *New* CustomUnits:
8 I do VFS.Include("units/".. udname ..".lua")[udname] when loading gadget, with Shared={}. 8 I do VFS.Include("units/".. udname ..".lua")[udname] when loading gadget, with Shared={}.
9 I create a global variable GameData when loading defs and loading gadgets. 9 I create a global variable GameData when loading defs and loading gadgets.
10 Some ud and wd may or may not be loaded, depends on modoptions. 10 Some ud and wd may or may not be loaded, depends on modoptions.
11 I changed unit_script.lua with Spring.UnitScript.scripts=scripts then used it in scripts/custom_unit_proxy.lua 11 I changed unit_script.lua with Spring.UnitScript.scripts=scripts then used it in scripts/custom_unit_proxy.lua
12 \n 12 \n
13 My unitdef files may VFS.Include other unitdef files. 13 My unitdef files may VFS.Include other unitdef files.
14 \n 14 \n
15 SillyModSystem: 15 SillyModSystem:
16 I changed Spring.GetModOptions (I see other code does it too) 16 I changed Spring.GetModOptions (I see other code does it too)
17 17
18 \n 18 \n
19 I changed movedefs.lua and lets it run Spring.Utilities.to_make_op_things.MoveDef_TryGen for each moveDef found in ud but not in moveDefs 19 I changed movedefs.lua and lets it run Spring.Utilities.to_make_op_things.MoveDef_TryGen for each moveDef found in ud but not in moveDefs
20 \n 20 \n
21 I added AutoAdd("chickens", defaultOpts) in sounds.lua 21 I added AutoAdd("chickens", defaultOpts) in sounds.lua
22 \n 22 \n
23 [/spoiler] 23 [/spoiler]
24 \n 24 \n
25 \n 25 \n
26 btw, is the code that throws error really necessary? we do can play the mod. 26 btw, is the code that throws error really necessary? we do can play the mod.
27 \n 27 \n
28 I had read some code. Spring\tools\unitsync\unitsync.cpp LoadGameDataUnitDefs() executes gamedata/defs.lua, seems to be the entry of the bug. 28 I had read some code. Spring\tools\unitsync\unitsync.cpp LoadGameDataUnitDefs() executes gamedata/defs.lua, seems to be the entry of the bug.
29 The problem is what is the environment of this execute? 29 The problem is what is the environment of this execute?
30 \n 30 \n
31 31 Also, After i try my mod at local, I always get desync playing multi players, and desync occurs at a ramdom time ( e. g. after 3min or 10min) . Idk how
32 \n