I know it adds a border
/mapborder
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
/mapborder
Sorry... Not really the right forum for it, but I'm just curious what this does?
I know it adds a border
I'm just curious what it looks like.
I know it adds a border
Re: /mapborder
Speaking of which, EvoRTS doesn't respect NoMapEdgeWidget.txt
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: /mapborder
That's intentional. In Spring 95 Evo will switch to engine map border anyway.
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: /mapborder
So maps can use their own map border as well?Forboding Angel wrote:That's intentional. In Spring 95 Evo will switch to engine map border anyway.
Re: /mapborder
That's what I wished, but Forboding Angel intentionnaly refused to listen to maps announcing they were handling the border themselves.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: /mapborder
Because those map borders are ugly as shit.
Also, read that thread. Look at all the people rushing to implement what I did in Evo. But go ahead, I'm sure you're as self righteous as you act.
Evo is the way it is because that is the current best way to do it. It has plenty of downsides, like cegs not being drawn on top of the border, but doing it the other way causes water to be drawn on top of the border and it causes the border to randomly flicker.
This engine solution is the best one I have seen yet.
Also, read that thread. Look at all the people rushing to implement what I did in Evo. But go ahead, I'm sure you're as self righteous as you act.
Evo is the way it is because that is the current best way to do it. It has plenty of downsides, like cegs not being drawn on top of the border, but doing it the other way causes water to be drawn on top of the border and it causes the border to randomly flicker.
This engine solution is the best one I have seen yet.
Re: /mapborder
what does that mean?Look at all the people rushing to implement what I did in Evo.
engine does not obey NoMapEdgeWidget.txt either
But maybe enginedevs want and can do something nicer like mapBorder=false in mapinfo.lua instead of txt file?
Re: /mapborder
It sounds like there's a misunderstanding.
By alluding to NoMapEdgeWidget.txt, I didn't mean your widget was a bad idea, or that nothing had to be done with map edge.
The VR grid thing is pretty neat, so is the engine map border. Either are a great improvement, making prettier 99% of Spring maps.
But for the 1% of map that already handle map edges their own way, it would be nice to have a way to tell the VR grid widget to shut off. I thought we had agreed that this way was having a file named NoMapEdgeWidget.txt in the map archive. Cursed implemented that, but not EvoRTS.
By alluding to NoMapEdgeWidget.txt, I didn't mean your widget was a bad idea, or that nothing had to be done with map edge.
The VR grid thing is pretty neat, so is the engine map border. Either are a great improvement, making prettier 99% of Spring maps.
But for the 1% of map that already handle map edges their own way, it would be nice to have a way to tell the VR grid widget to shut off. I thought we had agreed that this way was having a file named NoMapEdgeWidget.txt in the map archive. Cursed implemented that, but not EvoRTS.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: /mapborder
Yep, complete misunderstanding on my part. My apologies.
The reason for not using the border thing is that the maps I've seen that do actually use that; implement their own borders badly. Moreover, above all, I want consistency.
This is something this community seems to have zero understanding of and it drives me crazy. Anyone who spends any time playing evo compared to the other spring games can attest that the experience is very consistent (except for areas where it is completely out of my control). I have no idea why pretty much every other game is so happy to have crap just be haphazard all over the place... It doesn't make any sense.
Granted, I've had my share of fails. I'm not afraid to do a lot of work to change things if it means a better user experience. This is why I spent 16 hours doing nothing but optimization. It was soooo much work but the end result is even better than what it was before at a fraction of the performance cost.
That was a big win, but there have been plenty of other attempts where I failed miserably, *shrug* shit happens.
Back to the topic at hand... I am concerned though, because I would prefer that maps not override default game settings with abandon. There is a time and a place for that, and visuals such as this is not a good place for maps to override games.
Ideally, games should always override maps, but for some weird ass reason, spring does it backwards (like so many other things
).
@knorke, no. Maps should not override game settings that are explicitly set. If anything, the games should have an exception ability in modrules.
The reason for not using the border thing is that the maps I've seen that do actually use that; implement their own borders badly. Moreover, above all, I want consistency.
This is something this community seems to have zero understanding of and it drives me crazy. Anyone who spends any time playing evo compared to the other spring games can attest that the experience is very consistent (except for areas where it is completely out of my control). I have no idea why pretty much every other game is so happy to have crap just be haphazard all over the place... It doesn't make any sense.
Granted, I've had my share of fails. I'm not afraid to do a lot of work to change things if it means a better user experience. This is why I spent 16 hours doing nothing but optimization. It was soooo much work but the end result is even better than what it was before at a fraction of the performance cost.
That was a big win, but there have been plenty of other attempts where I failed miserably, *shrug* shit happens.
Back to the topic at hand... I am concerned though, because I would prefer that maps not override default game settings with abandon. There is a time and a place for that, and visuals such as this is not a good place for maps to override games.
Ideally, games should always override maps, but for some weird ass reason, spring does it backwards (like so many other things
@knorke, no. Maps should not override game settings that are explicitly set. If anything, the games should have an exception ability in modrules.
Ideally, no. Refer to earlier rant wrt consistency.Funkencool wrote:So maps can use their own map border as well?Forboding Angel wrote:That's intentional. In Spring 95 Evo will switch to engine map border anyway.
Re: /mapborder
Nothing is being overriden. It is just a signal that the map can set, if the mod listens is up to the mod. If a map wants to draw its own border you can be pretty sure it is for a good reason.Maps should not override game settings that are explicitly set.
For example in my to-be-released-2016 map River of Shit in Pimple Valley the eponymous river is animated and flows far beyond the mapedge, as far as the eye can see! There is also a boat. Now imagine how silly this looks if a map has a forcefield like this: http://springrts.com/phpbb/download/file.php?id=7011
TBH I dont care, that was all already discussed and agreed on.
If some mod wants to see the boat fly out of the river and into a virtual reality or through a forcefield or whatever, so be it.
Just realized engine not obeying nomapedgewidget.txt is no problem because can simply be added to existing check like:
Code: Select all
function widget:Initialize()
if VFS.FileExists("nomapedgewidget.txt") then
Spring.SendCommands ("mapborder 0") --tada
widgetHandler:RemoveWidget()
return
end
-- rest of Initialize ....
end- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: /mapborder
knorke wrote:River of Shit in Pimple Valley

Re: /mapborder
If mapborder is stored in springsettings.cfg, then you should instead use something like Spring.SetConfigInt("mapborder",0,true) so as to change the setting only for this session, and not permanently.knorke wrote:Spring.SendCommands("mapborder 0") --tada
Re: /mapborder
Ok, then Spring.SendCommands("mapborder 0") it is.
Hey Forb, did you notice that answers your question of wednesday?
Hey Forb, did you notice that answers your question of wednesday?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: /mapborder
Yep, I did :-D Thanks!
