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- Today
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Thanks, I've just realized I've slept an stupid, potentially error-generating mistake so I've just re-uploaded again with tiny fix... There are also small compromises I made as said in the opening comment... And the buildings templates that can be used as end wall sections (towers) are defined arbitrarily in a constant etc... So there are a few things that needs extra work.
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Buenos días o tardes; - -Por ahora estoy creando algunos animales. -¿Tienen ustedes alguna sugerencia? Disculpen las molestias*
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I took a quick look at the code, correct me if I'm wrong, but for a PR it looks like you could directly move most of the logic to the GuiInterface.prototype.SetWallPlacementPreview method. I don't think length would be an issue since you largely rewrote the logic of that method anyway, which is itself already quite long. And I don't think anyone would mind having a bit more code for more desired behaviour. Also, that would make it even more performant because you wouldn't have to compute the entire entity state for each snap candidate and could pull values like the position from the simulation directly, which is a lot quicker. What do you think? I believe a lot of people (including me) would love to see this added to the main game.
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Charleswoomb joined the community
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ropehero joined the community
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AlexHerbert started following Feldmap
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Gönndolsalv started following Release 28 Branch
- Yesterday
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Unlikely to be accepted as a PR. It lengthen the code by a bit; and is probably not how one would go about to implement all of the different features I've added, without the constraint of trying to make it into a compatible mod..
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Why aren't you making this a pull request?
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hama joined the community
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Yeah, thank you for that link.
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Why don’t more players use “Call to Arms”?
Obelix replied to AlexHerbert's topic in Gameplay Discussion
While reading this thread I remembered the article on Hotkeys in the Wildfire Games Gitea wiki. But I'm not sure it is up-to-date. -
Hey Alex, I just started watching your video of a 4v4 match, consisting of one team each Han and the other each Rome. Team 1: kyng, azymuth, you and @SaidRdz; team 2: @real_tabasco_sauce, john44, @Akentas and 50cent. What part of the Gameplay do you want to discuss with us? Unfortunately, I don't have the time to watch the whole 31:24 minutes without a hint. I just zapped in the video. Or should it be moved to Game Replays? Have a good day, obelix
- Last week
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Thanks.
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https://gitea.wildfiregames.com/0ad/0ad/wiki/FAQ#what-shall-i-do-when-joining-multiplayer-matches-fails-with-an-error-message By the way, in the future (starting with R28) there will be a button on the error dialog that opens this FAQ entry directly.
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Perzival12 started following Can't Join Multiplayer Games
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Hey, so lately I've been trying to join some online games, but everytime I try, I get this error: Failed to connect to server This is often caused by UDP port 20595 not being forwarded on the host side, by a firewall, or anti-virus software. I made sure I only have the compatible mods on, and I tried joining a bunch of different games, but I always get the same error. Is it because I am using a FlatPak? Or is it some setting on my computer? I am using a Librem 14 with PureOS installed, if that is important.
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smlawri joined the community
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The_Think leaves without resign commands.txt metadata.json
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RezaAsadi joined the community
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Atualmente estou aproveitando minhas férias para atualizar com tudo que recentemente @Duileogame enviou, corrigindo modelos de estruturas e unidades americanas. Enquanto isso Duileoga está focando em unidades do oriente próximo, leste europeu e animais. Falta muito polimento na unidades, estruturas e tecnologias ainda;
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It must be hundreds if not thousands! This feature is definitely long awaited!
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No, not the person who did the patch. I'm talking about the programmer who did most of the .js code for the original Hyrule Conquest mod.
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@Itms he is the person who did that patch.
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By the way, your download isn't recording how many people have downloaded it.
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Kay, just a thought.
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Wish I could, however this would either be very complicated, or needs to be as a incompatible mod setting some references point in fort templates or something. I wanted this mod to be compatible.
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What if you add the ability to snap walls to a fortress' towers? Then fortresses would be more realistic, more useful to build, and take up less space.
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That patch is really old, and has been abandoned for a while now. I'll probably talk to the programmer who added it into A26 for TUN. Unless he (or somebody here) want's to update the A26 code, then I'll probably have him recode it, since it relies on a lot of other features I don't want (yet).
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Alguma novidade do mod??
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If some player is stubborn and doesn't resign use horse riders to scout everything, preferably with custom-walk (hold alt and hold left click to draw a line) so the riders walk parallel to scout a lot of area. If that doesn't work light up the whole map with outposts and have a look on the mini-map for the color. That should do the trick. If not double check the victory condition.
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Updated : Significant performance improvement (First version was bad, this one fix it but also improve wall placement performance impacts in general) Now other towers can be used as a starting or end point for wall placement instead of wall towers. This doesn't prevent you from walling easily around them : you can also snap walls and palisades to their edges! (The threshold distance makes it so easy to choose between the two you won't even be bothered).
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