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Showing content with the highest reputation on 2013-03-12 in all areas

  1. Hello folks, I'm starting to work the 0ad code, trying to figure out how it works so excuse if my questions seems lame or have a very obvious answer. think I got the big picture of how Postmessage works, however, I still have some doubts about its functionallity. Reading the comments in the code, they state that the message will be send to the entity (first parameter) and its components, Where could I find which components are associated to an entity? In my case, I'm trying to catch a message sent by ProductionQueue in Player component (as it is done in AIProxy). I cannot find the link between ProductionQueue and AIProxy in order to reproduce it (or not, maybe this is not the proper way) with Player component. Thank you!
    1 point
  2. It's a lot quicker to move your hand from one area of the keyboard to another than to move the mouse in my experience, but I guess it varies from person to person (I'm left handed, so for me the arrow keys are more relevant, but still, the distance between e.g. the arrow keys and the zxcvb keys is still the same regardless of which direction you go )
    1 point
  3. The hotkeys should be customizable in the option menu, so if you want them to fit your style, you'll have to change them there. For now we should try and develop a really intuitive range of hotkeys that new players can learn easily and that old rtsers can adapt to quickly (or preferably don't have to adapt to).
    1 point
  4. I see Mythos's point that you need to scroll the vision without changing our mouse position, Feneur, but i confess these situations are so rare with me that i wouldn't mind if the camera controls were all set to the mouse wheel (with Ctrl and Alt for the other 4 commands). Instead, i prefer to have the command buttons as close as possible to my left hand's idle position (attack, attack-move, patrol, build, etc.)
    1 point
  5. I'd throw in the WFG logo for now, then work on a cinematic later.
    1 point
  6. Don't expect to remain impressed. Performance is currently horrible (the main thing keeping it alpha right now). Multiplayer is usually reasonably playable (although anything more than 2v2 can be extremely laggy late game), and single player will be sped up considerably in alpha 13, but expect some/considerable lag in every game.
    1 point
  7. Just paste the YouTube link (in Chrome it's 'Paste as plain text').
    1 point
  8. Hola! yo soy de Argentina, y tengo 21 años. Hi i am from argentina and i am 21 years old. i was going to make an introduction topic but i think here is fine. i have just discover this game and i am downloading it to see how it works. I like this kind of RTS grapchis, i dont like a lot the "new era" games with so heavy grapchis; 2d and "old" or "simple" 3d grapchis are cool for me, like AoM, or Praetorians, warcraft etc etc. I have made sprites for 2D games and i am okay making textures so if i can serve for something, just tell me, anyway i will check if there is any topic requesitng help or something. Saludos! / Salutes!
    1 point
  9. The above doesn't really mean anything for Part 2, but we certainly want to add campaigns at one point. Whether we will end up calling it part 2 or something else, or release campaigns for part 1 sooner etc etc will have to be seen in the future though
    1 point
  10. I disagree with showing Thermopylae. It was a very one-sided fight. The batte of Mantineia, showing Spartans fighting Athenians and Argives would be preferable. Don't forget a navel battle like Drepena, depicting Romans fighting Carthaginians.
    1 point
  11. The game could at least have the game's logo come up and dissolve away before the menu launches. Edit: Found it.
    1 point
  12. Hi everyone, I don't really know what else is out there for this, but I recently tried to rebalance some of the 0AD features that seemed broken to me, and crawling through the unit xml directories and manually editing individual units isn't really my thing. So I wrote a bash script capable of rebalancing large portions of the game. It takes all the data in the public mod, and for each unit, it applies certain operations specific to unit types, such as: Increasing combat unit train time, increasing population cost of cavalry, ships, siege, and elephants, increasing combat unit move speed, decreasing building health... It's not really important what I did with the script, but it is important that anyone can try to rebalance and transform the gameplay with it. The mod I have created with the script plays quite differently from the original 0AD, and I quite like it, and I hope by giving others the opportunity to do the same, we will settle upon a more balanced and interesting game. With this script, doing all these things (and more), and doing them automatically is very easy, so I wanted to provide it for the use of the rest of the community. I would like to mention that the script is written in bash, and does make use of several standard and nonstandard unix tools, including bc and xmlstarlet. xmlstarlet is very necessary because I needed a way to parse and edit the xml files automatically, but it is by no means a standard/common program, however it is relatively portable (ubuntu users take heart, it's in the repo). To run the script, make sure you have bc and xmlstarlet, put it in the mods folder, and enter "bash modScript.txt" into the terminal. It is very much a hack in a lot of ways, and I am still working on parsing the technology files (I am interested in bringing research times up, I would like it if more of the battles took place earlier in the game), so any suggestions/contributions are welcome. modScript.txt techScript.txt
    1 point
  13. I think that 0ad can look like better putting a resolution option for the main menu. I think that is a good idea for the next release. Think about that.
    1 point
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