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Silier

WFG Retired
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Everything posted by Silier

  1. Unless whole mp will be overwritten so noone computes and holds all info about entities of every player, this will continue to be an issue no matter how much security fixes will be done, the data will be always available for the experienced JavaScript programmer to obtain.
  2. Check if all mods are on the same version and in the same order.
  3. If you put archers on walls i believe they get additional protection from it. Agree vision obstruction from walls would be nice, but it needs really good code design because walls can be build and destroyed and vision is calculated from every player owned entity so might hurt performance a lot. Also currently there is issue with ai seeing everything by design and there is also unitai code depending on vision of units. To the original topic, with current rate of fire of units in game, checking collision for each arrow is performance nightmare
  4. There is component in templates (xml) of structures where they can be build. I suggest to go through components and check what each of them do so you get overview https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/components Any structure or unit in game is defined by its template. https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/templates E.g. for your change you need to edit the building restrictions https://github.com/0ad/0ad/blob/b0214ff96935f45e2ff46d8127e2ed38639a013e/binaries/data/mods/public/simulation/templates/template_structure.xml#L6
  5. Also what exactly do you want to do. For changing ui you do not need to change cpp, xml and js is enough, unless you need some functionality that does not exist yet.
  6. I don't think there are any mods changing cpp. They would need to recompile and distribute their binaries for all platforms. making essentially own standalone version of the game.
  7. Hi, The engine is in c++, movement manager, pathfinder, ui components, los logic. Anything related to simulation logic, ui/gui handling is in JavaScript/xml.
  8. I would suggest with major balance change, mechanic or civ introduction ratings should be reset
  9. Okay that's the problem, thank you for clarification
  10. https://trac.wildfiregames.com/wiki/PortA25ToA26
  11. There is no such feature for flattering terrain in the engine. Anything you see is the art model itself.
  12. Disable your mod and then run replay, also you should have the same mods as replay is using.
  13. Thats the point. It is scenario defined by creator and is not supposed to be changeable, for that there are skirmish or random maps. The way to change scenario settings as you describe with switching to skirmish map is actually bug and certainly not intended.
  14. I believe terrain is supposed to have city texture under civ centre or some stone texture
  15. https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/art/textures/ui/session/portraits/emblems/emblem_macedonians.png
  16. Safest way is to disable mod, restart game and then download
  17. Hello, currently quicksaving/loading works only during the match, it is not possible to access it from the load match menu. The fix is work in progress https://code.wildfiregames.com/D4623
  18. What do you mean having all public mod templates in mod? Also I updated 18h ago according to modio page.
  19. Hi, could you also upload oos logs? We would need them from both users
  20. @Tia please try to downloand the languages from mod io again
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