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Showing content with the highest reputation on 2017-06-16 in all areas

  1. I wish we had a more extensive guide about 0ad actors. With optional parameters naming convention frequency convention etc I could write a draft if this is wanted.
    4 points
  2. Well, actually the patch fixes the structree working out in what order phase techs occur... It's because the xml only specifies elements for three unit trainers, and now that units-who-can-research and units-with-upgrades (including the pig-which-can-be-set-on-fire) are included there as well... I can't remember why I chose to limit it to three, but four is the most that would be able to fit before we'd need scrollbars on a 1024x768 screen. But yeah, ticket #3038. Would like to have another look at that once A22's out the door. (That and the max_size patch I posted to trac ages ago.) Been (slowly) working on a cleanup patch for scrolling generally, might make the implementation of #3038 easier/simpler. (c++ is not a language I'm fluent in.) But I'm getting off-topic. As requested: https://code.wildfiregames.com/D645
    2 points
  3. Modifying the "UnitMotion" file in simulation / components. I defined to the unit that at the moment in which an attack is ordered the unit changes the animation to run towards the unit. At the end of the command, by killing the unit and there is no one else to attack or to change the order to walk to another point other than attack, the unit returns to its walking animation. All this to simulate when approaching, also I plan to define to the unit of rank to stay away each time that they approach the end of a shot, of this way the unit of rank maintains the advantage of distance keeping away of the unit of melee or cavalry.Modifying the "UnitAI" file in simulation / components. I defined to the unit that at the moment in which an attack is ordered the unit changes the animation to run towards the unit. At the end of the command, by killing the unit and there is no one else to attack or to change the order to walk to another point other than attack, the unit returns to its walking animation. All this to simulate when approaching, also I plan to define to the unit of rank to stay away each time that they approach the end of a shot, of this way the unit of rank maintains the advantage of distance keeping away of the unit of melee or cavalry. this gives a most faster and realistic combat.
    1 point
  4. CNetClientTurnManager::OnSimulationMessage CNetServerTurnManager::NotifyFinishedClientUpdate
    1 point
  5. Yep, this worked. Yeah, it's been bothering me for a while. not sure why anyone else never mentioned it.
    1 point
  6. Okay I'll make a patch tonight.
    1 point
  7. Btw, here is the blend file of the drekkar forgot to upload it earlier because it wasn't over, in case someone else want's to improve it or made another Drakar_Idle (Finalizado).blend
    1 point
  8. For patching public.zip one could extract that, patch it, then compress it. (There are also binary diffing/patching tools, and our zip files are not compressed, so that shouldn't be too hard to do.) Also you might want to check the documentation for your patch(1), especially the -E (or --remove-empty-files) option.
    1 point
  9. http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide
    1 point
  10. Given that our releases are less than 600MB and there are no more than two releases a year, it may be more sensible to keep downloading releases for a few years instead of downloading git/svn repo and keeping it up-to-date
    1 point
  11. Actually, Windows is the easy one as there is the autobuild. So, it's really not that difficult. It is of course more risky though as the game might crash more easily, and you will have to be sure that your opponent has got the exact same version if you want to play multiplayer.
    1 point
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