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Well, actually the patch fixes the structree working out in what order phase techs occur... It's because the xml only specifies elements for three unit trainers, and now that units-who-can-research and units-with-upgrades (including the pig-which-can-be-set-on-fire) are included there as well... I can't remember why I chose to limit it to three, but four is the most that would be able to fit before we'd need scrollbars on a 1024x768 screen. But yeah, ticket #3038. Would like to have another look at that once A22's out the door. (That and the max_size patch I posted to trac ages ago.) Been (slowly) working on a cleanup patch for scrolling generally, might make the implementation of #3038 easier/simpler. (c++ is not a language I'm fluent in.) But I'm getting off-topic. As requested: https://code.wildfiregames.com/D6452 points
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The first thing that came to my mind was that we must use this hype to bring relevant people to 0 A.D. Let's put together a quotes we can use: Several zoom levels? How about an infinity of them? Going to buy something you already have? Get something new for free.2 points
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In light of the recent announcement that there's an AOE1 remastered edition coming out this year, which boasts "4K" resolution, I think maybe A22's release media can also tout this feature. But I mean subtly. 0 a.d. for a looong time has been compatible with 4K resolution, yes? At least, I have seen some very old dual monitor footage of the game that had some very large resolution. So, maybe this release show some 4K media. If this game is capable of this, then does anyone here have a 4K monitor or capable card for footage or screenshot?1 point
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At a guess: when the foundation is placed, 0ad chooses a variant from each group based on their frequency, and the end result is a combination of these choices (the mesh is chosen from the first group, texture from the third, and so on). If there is no frequency defined for a variant, then that variant won't ever be chosen. When the units in-game reach the foundation and start building, 0ad switches to the specifically named "scaffold" variant in all the groups that have a variant by that name (if a given group doesn't have a variant by that name, then the output from that group doesn't change). In the unedited 6x6 foundation file wgoyc pasted above, we can see that the second group has both both an "Idle" and a "scaffold" variant. The first has the eyecandy bricks and piles of wood etc, but the latter does not. So when 0ad switches to the "scaffold" variant, all the eyecandy disappears. The edited 6x6 file works because the eyecandy is in a different group which happens to not have a variant with the name "scaffold" and so is not affected by the switch. Essentially, his suggested change based on the 2x2 actor is correct. So just make a patch based on that, and make similar changes to the 8x8 foundation actor.1 point
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@wowgetoffyourcellphone The Chinese Imperial Court depicted in your video uses the 8x8 foundation template (which is also bugged in the same way). Looking at your mod's files it appears that all the fortresses, except those built by Carthaginian, Briton or Scythian units, use 6x6. For which, the changes you suggest should work (at least they do for me). (As a further note, I notice you have copies of several foundation actor files in your mod which seem identical to those in 0ad-vanilla.) @stanislas69 Do you feel like creating a patch against 0ad to fix this? (And perhaps sort out the inconsistent indenting in the affected files at the same time?)1 point
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then maybe related to the stances for example: > Passive: Gathering rate 100%, walk speed as usual, animations in walk/relax mode, defense 75%,attack 25% > Defensive: Gathering rate 75% walk speed slower, animations ready/walk mode, defense 100% attack 50% > Aggresive: Gathering rate 15% walk speed faster, animations ready/run mode, defense 50% attack 100% > hold position: Gathering rate disable walk speed slower, animations ready/walk mode, defense 125% attack 15%1 point
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Fight your way across antiquity and relive some of the most famed campaigns from the Stone Age all the way through the Iron Age. Ascent of Egypt Voices of Babylon Glory of Greece Yamato Empire of the Rising Sun Reign of the Hittites Rise of Rome Ave Caesar Imperium Romanum Enemies of Rome First Punic War All-new graphics & artwork Multiplayer Remastered soundtrack Remastered sound effects Completely revamped UI The good old campaigns with proper spit and polish Countless balance adjustments New terrains & scenario editor objects Classic Mode – The original 1997 experience Plenty a-wololo1 point
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@tlauick_19 Si, yo lo hice, las texturas que usé fueron unas que use del dominio CC faltaría que alguien hiciera unas texturas para este mismo ya que las que posee no se asemejan a un casco real, y modelando nada mas modificando mediante vértices como si fuera un plano cartesiano y dando forma usando el "symmetrice" lo cual es muy util.1 point
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@wowgetoffyourcellphone Make sure the template does not another model maybe that's it.1 point
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Was 3177 and and another ticket called reimplement stamina likely linked in that ticket. IIRC the issue was the implementation.1 point
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Door for anglo. el de la izquierda es el de los nórdicos y es el modelo de prueba, el que se usa actualmente no posee slope, y el 2do es basándome en el diseño de la foto, pero puede tener una mejor textura, hasta ahora solo seria de prueba. the left one is from the nord civ, and is the test model, the one actualy on the mod doesn't have slope. and the second is similar to the desing of the picture, but it can have a better textures, for now its just for testing.1 point
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CCmpPathfinder::CheckBuildingPlacement has this check "// Fail if any span includes an impassable tile" which is triggered for those 3 tiles on the map border (that what Imarok said) and also if there is water for example. But instead of displaying a better error message, the building placement actor should be limited to the circular mapsize (instead of the square one) and account for those 3 tiles, so that we don't need an error message in the first place, no? Also the units can't walk on those 3 tiles, so everything can be walled off the player wants to).1 point
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The different grids (terrain, pathfinding, territory, etc) don't have the same resolution for technical reasons (performance but also by technical design) so I'm afraid it would be difficult to improve that. Alternatively, I think it would be possible (a tad difficult too) to just detect the issue is linked with map boundaries and display another message than "invalid terrain", which is not accurate. I'd suggest creating a ticket, maybe somebody in the future will have an idea so this works without bugs. Backlog, Should Have, UI and Simulation.1 point
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When it was first proposed the subforum would have been quite empty and we didn't know whether it would fill much, but this topic is a proof it would work indeed! I propose we create one when A22 is out, in order to mark the occasion1 point
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This was the first screenshot I saw of AOE1, back in 1996. I couldn't wait to upgrade to my new Pentium 120 MHz processor to play it. And this is a remake of another classic promo screenshot from back in 96 or 97.1 point
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