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Showing content with the highest reputation on 2016-12-09 in all areas

  1. If you want to host on the lobby: Forward your Port to to the local computer adress that will host the game. If you want to play on LAN: No port forwarding required Make sure that your local firewall doesn't block 0ad get the host IP adress by using cmd launch the game and press host give the host IP to the clients that they will write in join make them launch the game and click join writing your ip and voilàa
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  2. yeah I noticed that while committing your drop foundations, I'll fix it. It's not the scaffolds but the foundations ;p
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  3. I'd say that in sandbox mode, a player should have a fair chance even if they totally suck. I gave up playing FreeCiv pretty fast because guess what - I suck and the AI pwns me pretty fast. That's no fun. For those new players who don't suck, they can always pick the next hardest AI level.
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  4. @LordGood You forgot to add AOMaps to your scaffoldings, so that it's complaining now. Either remove the ao keyword for the material or add the textures
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  5. Forgot Post proccesing effects existed
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  6. From a convenience perspective and just streamlining operations, I think moving to one account makes total sense. I had a few questions but looks like Erik and Aviv both of covered it. With a project of this scale and being spread out in different time zones and jurisdictions, I think having one single source of monetary transactions makes total sense and I fully endorse the idea
    1 point
  7. Check out the Rise Of the East mod it adds the Han Chinese as a new faction with some historical architecture. Enjoy the Choice
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  8. Good work. Still got no farther than to the infinite loop and fixing my vim which also segmentation faulted suddenly. The latter is fixed now. This Model, Object, prop relation and animation picking is complex, the animation name is rewritten at all corners, e.g. with the m_State. I still know this from the Animation rework. So I wondered how it could be so easy by reusing m_AnimationName as sander coded it. That's the first time I saw sanderd17 err on something. Though I liked his easy solution, simplicity rules and the major benefit still is that we do not need a new actor format version in 0 A.D. as in wraitii"s first version. MANDELBROT ACTOR DEFINITION I start to wonder if instead of fixing the infinite loop it was not easier to redesign to allow entity on entity which not suffers from this. This is getting mind twisting to fix. Not sure if it is worth the edge case of same actor as a prop of the same actor definition again. Mandelbrot actor so to say. Might be useful for procedural actors like chaining / interconnecting orient carpets. Edit: It might be wise to restore the idx kind of anim handling as before the 2 commits by sander and code the ID attempt freshly to be sure of no further regressions though I saw you evaded the m_AnimationName conflict.
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  9. Hm, you guys were right, the code was completely bonkers. I should have fixed it by now, let me know after the auto build if you find bugs New format if you want props to sync with a main actor: <animations> <animation file="infantry/general/inf_02.psa" name="Death" id="death1" speed="250"/> <animation file="infantry/general/inf_03.psa" name="Death" id="anotherdeath" speed="250"/> <!-- ... --> </animations> To clarify: -no need to use named variants, just put all your animations inside one <animations> block. -"name" now must refer to an animation type (e.g. "walk", "death", "idle"). -You can use frequencies as before. -"id" is now the parameter used to sync across props. If an animation has an ID, all props will try using an animation with the same name and ID. You may have several animations with the same ID. I'll try adding tests for this later because it's quite annoying to check manually.
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  10. Not sure Glory is the best word for it, but if you see it as a symbol for e.g. a king giving a (practically meaningless, but prestigious) title to a lord or making a visit or something like that Then I think it makes more sense. Now of course there generally isn't a feudal structure, so at least for ordinary matches I guess it makes less sense, but for scenarios/campaigns it might make more sense (Actually thinking about it a bit more I guess Glory or XP or something could be very relevant to tribute if you make a mod with either a focus of trying to gain the influence of a king or similar or something where you include some kind of questing. Then it might not be relevant to trade/barter, or even gather/gain it by doing activities, but just to gain it via tributes when you've completed an objective.)
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  11. I just decided to make a few experiments, something like a 'cursed' swamp or 'cursed' lands, i think it look kinda wierd, mostly the water colour.
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  12. if we add canTrade and canBarter, shouldn't we also have canTribute? But on second thought, i don't see how we could have any resource which won't have all 3 values equals, so only one additional property ("exchangeable" or something like that) should be enough.
    1 point
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