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Skhorn last won the day on June 11 2017

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  1. Hyrule Conquest

    Bitbucket allows you to have 5 private repos for free
  2. Check it https://svn.wildfiregames.com/entity-docs/0.0.22.html The best examples can be see here https://github.com/0ADMods Mostly you need the mod.json and a certain directory structure The game remains consistent among different players by all having the same set of files, it wouldn't be possible to play a multiplayer game if you had modified a map and the rest hasn't. If your intention is to share the map, you gotta share the map + the files you edited. You can zip it, ofc, but still the files needs a structure like this one: Just try that the directory tree you make, be the same within the game paths Hope it helps
  3. I leave that question to somebody else that knows that @elexis or @stanislas69, i think it's possible but i don't know how or feel free to modify the templates and see if it works. Beware, that if you want to share your map, you gotta share those files too. This might help you https://trac.wildfiregames.com/wiki/Modding_Guide
  4. ===[TASK]===[SOUND]=== Alert sounds

    Last one sounds very cool!
  5. You would have to create a copy for that entity and set in it's properties health and armour to 0, like this: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_defense_wall_long"> <Armour> <Hack>0</Hack> </Armour> <Health> <Max>0</Max> </Health> <Footprint> <Square width="38.5" depth="9.0"/> <Height>9.0</Height> . . . But i don't know if this has changed in the time, but feel free to try it For the second question, kinda hacky way to overcome that, would be making that terrain impassable with the terrain tools, check in atlas for an option to show the passable terrain and modify it with the terrain tools, bad thing is it won't be flat anymore
  6. Your screenshots

    Multiple layouts of water workaround. Testing so far If you wonder how: Using multiple rice_water## from TerraMagna mod.
  7. Gorgeous. And as @Sundiata and others mentioned, the trouble might be bottlenecks. My only advice is: More immersion, means more details which means more objects = LAG = not suitable to play it. Less immersion but still gorgeous: Play with the placement of objects and textures as @wackyserious did, google locations or travel to a farm or mountains and see how they look like and try to print that perception in your map. (Sounds stupid, but it's mostly how i try to make maps). For more references check this: And this megathread which contains a lot of screenshots Both links might be useful if you want more ideas of what you can accomplish Keep going!
  8. Camel Units

    What a happy camel you got there
  9. I assume they started asking simple questions: e.g - How do i load a 2d image into ( python or Assembler if you prefer , just a programming language example) and make it move? - How do i do to make this "entity" to walk into a given point, based on obstacles and best path? - How do i improve this "images" i'm loading with animations? - How do i send this data to another user so it can reflect whats happening in both pc's? - How do i make a gui to place objects? Start by asking simple questions, as @Loki1950 said, there won't be too much documentation about how to write an engine neither a: Write an engine for dummies books, but for sure you will be able to find papers/tutorials/docs searching for the simple questions. It's quite like a snowball, but each will lead you to the engine
  10. ===[TASK]=== Bear

    Offtopic: Las elecciones son el otro año y como pinta la cosa con tantos casos de corrupcion destapados, la cosa se esta yendo mas para el carajo. But we still have """""""""""hope"""""""""""
  11. Rome Legionary

    Off topic: Banner carrier units should've in game IMHO.
  12. Hi all, This is my first tutorial, for this test case, i will use Antioch references, like this one First at all, Lets create a heightmap, but that's out of the scope so we will use the one i did messing with the image above 2. Smooth & flat the land as you wish, the idea it's that the water height creates the area of the water that is surrounding the little island. But when you flat the land, pay attention to the island, it has to be flat enough. 3. The faction used on this map, is the Seleucids, so start placing some buildings around the island, mostly fitting the image as reference. Of course, the island will be walled, so don't forget the walls, plus paint some roads so you can guide the shape of the city Example 4. Finish it! Add some details! and Voila!! Hope you guys like my tutorial! Thanks for watching
  13. ATLAS Bug: Assertion failed

    An exception raised when i was increasing the water height Steps to reproduce: 1. Import heightmap, this one 2. Increase Water height Logs crashlog.txt interestinglog.html mainlog.html system_info.txt No mods, Compiled from source using svn today, OS Debian 9
  14. It's nice that you show interest, but as every other mortal has to, you should start with this: https://trac.wildfiregames.com/wiki/GettingStartedProgrammers https://trac.wildfiregames.com/wiki/StarterTasks https://trac.wildfiregames.com/wiki/SubmittingPatches