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Showing content with the highest reputation on 2023-01-16 in all areas

  1. Hellooo @Hoze! If you want to add a button as a mod the same way autociv does it you can do this: 1. Look for the xml file that defines the buttons where you want to add the new button. 2. Create a copy of that file with same folder structure and same file name in your mod (we do this due to 0ad pyrogenesis engine limitaton, we can't create gui objects with javascript on the fly) 3. Add your button on the xml On the javascript side, you said you want to modify selection_panels.js . To do that create a new file with same folder structure with the name like this selection_panels~myMod.js We add ~ so that is loaded after selection_panels.js and then add suffix myMod so that you can identify the file is yours and not another mod or random file. Inside the file do any runtime modification necessary for you button Remember: the original file selection_panel.js will be executed before yours so code accordingly to that assumption.
    2 points
  2. I was doing different refactorings of our engine for last 1.5 years. It's allowed me to add a new backend (graphics API) - Vulkan. It's relatively new API (as D3D12) which allows us to have a more predictable and stable performance. And in some cases even better performance. But not always as we use it in a single thread yet. Vulkan drivers from different vendors are usually much lighter than GL ones. That's the way to have less driver bugs and crashes. But we still need testing how it works on different hardware. So everyone who has a Vulkan compatible device please try to enable it in options (along with feedback). If you're able to run SVN then you already can test it. Else wait for the next RC. Note: to run the game you'd need to download and install a separate mod with precompiled shaders (it'll be bundled in RCs and the Release): https://releases.wildfiregames.com/rc/0ad-spirv.zip. Vulkan can't run pure GLSL shaders (which we use for GL), it uses a special binary format for shaders: SPIR-V. Vulkan allows us to use different interesting features. For example it allows to select the most appropriate GPU to use. It means no more crashes because of wrong GPU, I hope Also Vulkan supports multithreading. If you still have some time you could run the game with validation enabled. It makes the game slower but validates a lot more different internal things. It should help to make Vulkan stable for the release. To enable validation you need to add the following lines to your usef.cfg: renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Known issues: Screenshots aren't implemented yet, but going to be during Feature Freeze rP27552 Some precompiled shaders are missing, please report if the game says so macOS isn't supported yet, but we have plans to do so via MoltenVk rP27488 Missing silhouettes rP27418 Unsupported depth formats cause an assertion rP27421 Stretching on window resize after fullscreen switch rP27422
    1 point
  3. Answering to @Philip the Swaggerless, I would welcome a little more diversity between some factions. For example, I think Rome could get some credit to their flexible military system by giving them a team bonus "manipules" giving infantry swordsmen +10% speed. Also, they probably could use a few more unique buildings.
    1 point
  4. The secret is your economy and the fastest way to build it. The method is referred to as 'booming' and this video in my opinion gives a fairly straight forward way of doing it. There are many variations shared by the members of this forum some are civilization specific. Notice the video is is 17 minutes long and ValihrAnt already is in phase 3 and already has enough soldiers to defend himself or attack the enemy. In fairness you may have to slow down the video to keep up with what he is doing, but basically you need a lot of woodcutters and farmers with the appropriate gathering upgrades before you can even consider starting your mining, but you will be amazed at how fast you can get there with the right build order. Once you have the troops and a strong economy you will find the AI is quite foolish and can be beaten fairly easily.
    1 point
  5. Crossbow is easy to learn, just remove rank 2/3, i think Its the right way to balance.
    1 point
  6. Don’t really care, but I would rather lean into what we have now and further decrease costs/build time. Sele bonus does more for CCs and Maurya bonus does much more for temples
    1 point
  7. Made a patch: https://code.wildfiregames.com/D4890
    1 point
  8. There is an add action dropdown, select raise concern under audit action so the commit is marked as needs work. A comment might get forgotten.
    1 point
  9. @user1 Offender: djj Quit rated game without resigning. Please check. commands.txt metadata.json
    1 point
  10. I think the issue here lies in the pace of the game. A player rarely has time to set up a nice city and match it up against the enemy's city, before the action really makes that a moot strategy. The people don't use walls much also drives this home. It feels like you're just building a military base with the optimal layout to maximize military production. There's not a lot of cultural exploration there.
    1 point
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