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Showing content with the highest reputation on 2014-06-27 in all areas

  1. There's a TODO in the code about it, I'll probably remove it, as there is no use for it currently (and it's probably not the right place to put it anyways). There's another TODO for that, but I want to make the code work first and change that later on. (Same with moving files (GUI styles, images, etc) from public/0ad to mod). Dependencies also work on the modname and not on the foldername, as we can't control that (and I don't really want to do that either).
    2 points
  2. The OS X bundle has finally been released. The bundle should work on Mountain Lion (10.8) or later. Users of an earlier version of OS X are advised to upgrade. Note that there is no 32-bit bundle anymore.
    1 point
  3. Not really. Ensembles studios was an excellent gaming studio that were excellent at what they did. That's how they made hard counters work in aoe3. Hard counters is what was attempted in O AD and as you can clearly see it's not working out at all. It's actually pretty difficult to implement properly, you have to make sure that the units synergize well between themselves. Hard counters isn't just adding multipliers and saying "i'm done LUL". The units have to respond well to each other as well. 0 AD failed at that and alpha123 is taking the game somewhere else as a result of that. I agree with this decision because things as they are right now need change. Soft counters are easier to get right, just look at starcraft where they invent the weirdest units ever (swarm host?) and get away with it.
    1 point
  4. If you have both human and AI teammates, a menu should send chat messages, too, so, for example, if the AI can' t send resources, the human could.
    1 point
  5. True, the goal is to determine the size on the fly (this may also be used to check if it was downloaded correctly, e.g. if only 54KB are shown, but the mod is 700MB big, then this may indicate us that the user should redownload the mod). 0ad is the unique name. We had to separate it because the user might have the great idea to rename a modfolder (what we can't prevent). That's why we had to define the unique ID as the mod.name in the mod.json. Leper noted in the Code that it may best be renamed to 0ad instead of public. We can't really decide it currently I think and better wait. The problem with naming unique mod ID public is that then people would no longer recognize it as they only know the game's name 0ad and would wonder what that public thingy was. That's my fault, I had some issues with my progs as I use spaces only for all other projects but 0AD. Now I've settled on smart tabs, i.e. only the beginning of the line will be turned into a tab. Should be fixed in the next commit.
    1 point
  6. Hi! After installing the dependencies you first have to download the source: svn co http://svn.wildfiregames.com/public/ps/trunk/ 0adThen go to that workspaces directory: cd 0ad/build/workspacesand go on: ./update-workspaces.sh -j3 --with-system-enet --with-system-miniupnpc --with-system-nvtt --with-system-mozjs24when done, switch to gcc directory: cd gccand build: make -j3
    1 point
  7. Now mods simply have to define a mod.json file in the highest mod folder (e.g. mods/myMod/mod.json). Thanks to leper for this uni- and simplification. leper has now completed the engine side. The GUI still lacks: - A working scrollbox for the description row. - The preview images on hovering a mod row. - Execute topological sort button (+ test topological sorting really arranges mod dependencies prior to the corresponding enabled mod). btw. Philip yet again improved performance by 15%. In combination with the next spidermonkey ES31 I think we could even have a not so laggy release soon. :-) There are so many other improvements by the prog + art teams that I can hardly wait for the next release ... Edit: For mod.json examples see the Aristeia, Millennium or Rise of The East mod. https://github.com/0ADMods/China/ https://github.com/0ADMods/Aristeia/ https://github.com/0ADMods/millenniumad/
    1 point
  8. A button on the minimap (I think there is an icon in SVN already) that you can click and that pings other players (maybe team only) and flashes a point on the minimap. The same command should be usable by the AI to both send and receive position based messages (though a chat message explaining why that signal was sent would be helpful). Shouldn't be to hard to implement IMO.
    1 point
  9. Thanks Sander, Yves, for the heads-up. I already started. Here's hoping for some very basic trigger-work done in the next few days.
    1 point
  10. It's also my understanding that the changes proposed by alpha123 would make the swordsman and spearman largely identical in Village Phase, differentiating them later in Town and City phases. If this happens (IMHO it's a very good idea), then it would mitigate or outright solve the problem regarding the Romans and Iberians. I didn't have any historical justification for making the swordsman a tier 1 unit for the Iberians. I did it to make them more unique. I knew it would cause balance issues, but I had faith the team could solve them. Now, for the Romans, historically the sworsdman was the first-line and main infantry unit for them. I can't really see any historical justification for making the Triarius (Roman spearman) their tier 1 melee infantry unit, since the Triarius was a highly armored and experienced veteran. But if alpha123's changes are implemented, then the issue would be moot and the Hastatus can remain the tier 1 melee infantry for the Romans with no problem.
    1 point
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