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Silier

WFG Retired
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Everything posted by Silier

  1. you need to mimic this file (create new file, copy content of this, rename relevant variables) https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicDuration.js
  2. Hi @Froschkoenig84, 0ad is not on steam, because licenses are not compatible.
  3. You cant create new account in one hour and you really should not create more than 1 account per person. It is violation of rules you accepted when creating account.
  4. Hi @Hungry_wolves, in case you used capitals during registration, you need to use them when trying to log in. Also it would be helpful if you could specify what error message do you get. Regards, Angen
  5. Hi, You can see technologies in structure tree. Or you can download this mod https://0ad.mod.io/technology-tree. Then there are https://github.com/s0600204/0ad-techtree-v2 and https://github.com/s0600204/0ad-techtree. Online showcases have outdated data and I am not currently sure how to integrate it to a23b ping @s0600204. Regards, Angen
  6. That may be problematic with current ai. I suppose it has own template. Issue is, Petra currently hardcodes {civ}_storehouse as dropsite for wood/stone/iron for all civs. I could try to scratch something for Petra.
  7. @wowgetoffyourcellphone does that faction have storehouse?
  8. Possibly there could be feature to enable mods required for the replay, but restart of application would be must anyway,
  9. As more mods can overwrite same file, order in which they do it is important else you can get different results, so order of mods is the issue.
  10. @gameboy you cannot garrison melee units on walls
  11. slover projectiles means more time to dodge them even if acceleration of movement would be involved so that would mean to slow unit movement too
  12. rendering went up in 4 ms, do you have the same graphic and game settings for both games? can you open map without setting petra as ai and then compare the results as replays are unusable in this case?
  13. Projectiles after successful hit dissapeare from the game, because they would be lying on the ground under the target (or maybe magicaly hanging in the air but nor of these possibilities looks ok)
  14. Just friendly warning about new blender: I could not export dae correctly. If you happen to figure it out, please ping me.
  15. This is calculation of position at time t for projectile: CVector3D position(float t) { float t2 = t; if (t2 > timeHit) t2 = timeHit + logf(1.f + t2 - timeHit); CVector3D ret(origin); ret.X += v.X * t2; ret.Z += v.Z * t2; ret.Y += v.Y * t2 - 0.5f * gravity * t * t; return ret; } Where v.y is v.Y = offset.Y / timeHit + 0.5f * gravity * timeHit;
  16. @Alexandermb @Stan` could I get source blend file for 0ad infantry? Thank you
  17. no, sorry You need to remove template_gaia_flora.xml and template_gaia_fauna.xml from my mod, that should do it.
  18. Yes, I removed selectable component from resources and I believe ability to be gathered from too.
  19. @myou5e I was thinking about particles, but that would be no help for people playing without particles. Maybe some mark hovering above item could help. I know, currently I use the same actor for equiped item and item on the ground. I plan to make another one for items on the ground. I just make functionality first then art Fixed. I rather create custom templates when I end up overwriting everything. It is easier than to keep all svn templates in check. Entities with inventory drops their equipment already. I am planning to implement loot that will drop from other entities. I had not updated svn version. Fixed.
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