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You could either define it in the GUI globally somewhere and then pass it to every GuiInterface call, or just make it a member of the GuiInterface directly. The Engine.PickSimilarPlayerEntities method does not exist in the simulation scripting context, but the same thing can be achieved through the GetEntitiesByPlayer method combined some additional manual checks. That would also allow filtering entities by the "Tower" class instead of their template names (as you mentioned in the comment), if wanted. By the way, the GUI already caches entity states (in g_EntityStates).
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When I tried to do so, it gave me errors, telling me rustc is too old. I read later in that thread that I need to install rustup, but there was no instructions for it. Ideas?
- Today
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Ezra Hidaya joined the community
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Digitalforge joined the community
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Mod Volatile Market. A more various simulation of market behavior.
mod_3d replied to mod_3d's topic in Game Modification
UPDATE: Version 0.10.0 - Added retail trade - Added transfer of coins to deposit with subsequent income - Statistics for retail trade and deposit - Update interval for retail trade and deposit 5 seconds - Barter Multiplier changed to 1.0 for all resources - Income from units and buildings has been reduced by 2 times. Retail Trade: When you right-click on a resource “for sale,” it will be transferred to retail and sold in small batches, but at a more favorable rate. If this resource is Coins, it will be transferred to a deposit and the player will receive interest on the total amount. When you right-click on a resource “for buy”, it will be transferred from retail back to the player. Min amount = 100 - Yesterday
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@user1 host closed ranked game without surrending while he was about to lose. My lobby: XooXaan His lobby: Haddl commands.txt
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0AD clearly lacks campaigns, and Hyrule is one of the rare mod to bring one. That's what i know. But beside this I'm not a huge single player, as I'm mostly caught in multiplayer already, so I don't feel best positioned to say more. If ever since it was my case at some point : building the game on linux is super easy, but reading through the build instructions is confusing. Someone should make something better with tabs or something for each os, instead of the current giant monolith... I made a summary here for building a27 on debian.
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The problem I am having is that my copy of 0ad is a FlatPak, and because of this the Scenario Editor doesn’t work, so I can’t make my own scenario maps, only hand-edit existing ones, which is a pain in the @$$.
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Sorry about that. The campaign isn’t finished, still a long way to go. I actually have given up on it for the time being, but if you think it is worth pursuing, I’ll try to get it done for the next release.
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@Percival12 Congratulations on your work! It's truly something necessary to keep this legacy alive. I hope you can maintain this excellent progress
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xooxaan joined the community
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On the campaign, I'm not sure where to find the enemy after destroying the first base (got all the map explored), so I'm unable to finish first mission. Beside this very good job on the mod
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We discovered with my bro John that it fixed installing the 0ad version for intel
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The newest release is out! You can get it on Github: https://github.com/Perzival123/Hyrule-Conquest-Revival, and on ModDB: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-3-0. I'll post it here later.
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It seems to have been fixed, the newest upload says 5 downloads. Wonder what the bug was. You probably got confused by the counter resetting because I'm reuploading shamefully the mod every time I find some bugs coming from the mod.. 4rd reupload due to poorly handled exceptions ... Also on @Vantha's tip I've tried to see if I could get some of the logic in guiinterface. I couldn't import much logic there but in SetWallPlacementPreview we could control additional visual effects of the previews. I also rewrote some of it to be able to reason from it... Anyways... If the mod/code is working as I think it is now (finely), my guess is that it is still not possible to PR it as long as it is a constant storing tower-like structures, usable as start/end points for wall segments.
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Perzival12 started following Stan`
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It seems to have been fixed, the newest upload says 5 downloads. Wonder what the bug was.
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Aquatichead joined the community
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Bonjour, j ai réglé le glissement de la sourie à 15 et tout est ok! Hahaha, désolé. Jeu fantastique, vous êtes les meilleurs. Merci.
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Max tallet joined the community
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Bonjour, je suis passé de Ubuntu 20.04 à Ubuntu 22.04, tout allez bien, puis je suis passé à Ubuntu 24.04, et là, la sourie est décalée vers le haut de 5mm environ, impossible de jouer avec précision, alors qu'Ubuntu affiche le marqueur sourie avec précision. merci
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vidmateoldapk joined the community
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MateoMartinez joined the community
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Small 1v1 tournament tonight ? Starting 20.00 CEST, 18.00 UTC
Arup replied to MarcusAureliu#s's topic in Announcements / News
@MarcusAureliu#s how about today but a bit earlier than last time? your stream ended right when I woke up last time lol -
I think all the basics are there, animals of Australia (Oceania) may be.
- Last week
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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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AlexHerbert started following Feldmap
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Gönndolsalv started following Release 28 Branch
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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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Yeah, thank you for that link.
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