Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2024-01-02 in all areas

  1. Wildfire Games would like to send you its best wishes for 2024! May you have a prosperous New Year! On behalf of the Wildfire Games team, Vladislav
    2 points
  2. /** * This class is concerned with playing an ambient track, birds chirping etc. */ class Ambient { constructor() { Engine.PlayAmbientSound(pickRandom(this.Tracks), true); } } /** * TODO: Let the map decide the tracks. */ Ambient.prototype.Tracks = [ "audio/ambient/dayscape/day_tropical_10.ogg", "audio/ambient/dayscape/day_tropical_11.ogg" ]; I altered the tracks in the list at the bottom and it works. Yeah, unfortunately there's still no way to change it on a per map basis. Definitely a desire. Either the ambient tracks could be listed in the biome file or this ambient.js file could allow you to do it.
    2 points
  3. I disagree with this to some extent. People often exaggerate about rushes in these games. I feel like rushes should have a chance to succeed. In most other games a rush is a risky business. It is usually successful towards low elo player however if the player knows how to defend then the rush leaves the attacker with a huge economic disadvantage. In fact as you climb up the elo rushes become less frequent and people tend to raid instead with small amount of units. The problem is that 0ad tcs are definitely OP and ruin a big aspect of the game, both rushes are not viable because of the sheer disadvantage of the attacker, nor raids with smaller forces if the player keeps the units close to their TC One is that they shoot without any garrisoned unit, they have massive range and they deal a ton of damage. In AoE2 for example if you want to kill the enemy explorer you have to carefully micro your vills inside the tc losing some resource gathering time, and even then it is not a guaranteed kill. In 0AD if your explorer stumbles upon an enemy TC is dead 99% of the times with no action required by the defending player. This also hinders scouting which is very important to plan a counter to your enemy strategy (altough 0AD counters or, more accurately, lack of them deserve a whole other discussion) I think a good starting change would be to change to make the TC do not shoot any arrow if no units are garrisoned inside, and generally nerf their range. Another thing that makes raiding unprofitable in 0AD is the cheap costs of units and the speed in which units are produced. In 0AD a village kill is most of the time not a big deal, another one will be spawning soon, and if the player has the tech that lets the houses spawn new villagers this is even less meaningful. This should also be tweaked if TCs are to be nerfed, both villagers and military units should take more time to train and cost more resources. That way an unsuccessful rush can be a fatal mistake because of the amount of resources invested in it.
    2 points
  4. Happy New Year! If we are friendly and act like mentors to new volunteers then we can gradually grow the development team.
    2 points
  5. This would make a great eye candy object or capturable map object (maybe get some kind of Cultural bonus!). Low priority, but would make a great addition to the game.
    1 point
  6. Hi guys, I'm new on this forum but I play 0ad from several time. I tried to run 0ad on android and it works with Winlator (https://winlator.com/), but FPS are between 7 and 35, it's playable well, but not perfect. Winlator is a new software, that emulate Windows on Android, and has known compatibility bugs, so containers don't run with some devices, such as my j4primelte (CPU Snapdragon 425, GPU Adreno 308, RAM 2 GB). My current device hardware infos are: CPU MediaTek Dimensity 1080 arm64, GPU Mali-G68 MC4, RAM 6 GB. To install Winlator follow the guide on official site, then create a container and there are my container's settings: Screen size 1920x1080, graphic driver: VirGL (raccomanded) or Turnip + Zink, video memory size: max (4096 for me), processor affinity: select all. If mouse indicator doesn't work well change Mouse Warp Override. In Winlator run the container, it will open a Computer window with three drive, D: is download directory of your phone, and install 0ad from the .exe file. When install finish, start the game from desktop link (slower) or Start>Programs>0 A.D. alpha>0 A.D. and it will open a Program Error, at bottom click on continue. Error messages are four, but you can ignore all and continue to the game. When it starts, you have to set all graphical options to min and activate Vsync, and set UI to 125%. If game doesn't start due to missing windows libraries, you can install them from Start>System Tools>Wine Configuration>Libraries. To grow font size Start>System Tools>Wine Configuration>Graphics and set Screen resolution to 192 dpi (optional). Use android back key and it will compare a winlator window, where you can set Input controls, keyboard or see how touchpad works. DO IT BEFORE PLAYING, because the mouse arrow will not works and you have to reboot the container I hope that this is useful, sorry for my bad english, Baelish.
    1 point
  7. I tried to declare a C like function in ActorViewerTool.cpp and call it from within View.cpp unfortunately, build/workspaces/gcc/atlas.make "includes" View.cpp and not ActorViewerTool.cpp I guess this is why I can't try to run code in ActorViewerTool.cpp from View.cpp without getting a linking error
    1 point
  8. 2: is solved by making a call such as: POST_MESSAGE(SetViewParamI, (AtlasMessage::eRenderView::ACTOR, L"Set 2d scale", 512)); from within ActorViewerTool.cpp P.S. 1: might have to create the file ActorViewerTool.h
    1 point
  9. So, it would be nice in Atlas/biomes/random maps to be able to choose a different ambient sound for a map. The current "birds chirping in a North American forest" sound is pretty played out. How difficult would it be to code something like that? Just a drop list in Atlas and then some lines in the biome and random map code. While playtesting the new NAVAL OVERHAUL (PLEASE REVIEW!), I play something like the video in the background to give me that ocean ambient. ^Great for island maps
    1 point
  10. original high-poly: low-poly with baked normal: current state of the art of normal map baking. Triangulate and shrinkwrap would make the waist fit better. I will see what to do about the errors
    1 point
  11. Currently hardcoded in one js file called ambient.js or something. Maybe it could read the biome data or something.
    1 point
  12. Borg plays a tough game, demonstrating what I think is a "map control" strategy.
    1 point
  13. You might take a look at old docs: https://trac.wildfiregames.com/wiki/AndroidPort and related files in the repo: https://trac.wildfiregames.com/browser/ps/trunk/build/android We should have no problem with the arch itself since we build the game for macOS ARM64. I think it might be possible (especially if it can be done in a fork to avoid support cost for us, at least for now).
    1 point
  14. Unfortunately I'm not an android app developer, but I'm interested to learn, so if I can be helpful doing something, count me in. Anyway I think that create a new app with a touch input is very difficult and it mean recreate all the game for ARM64 arch; so we can create a new windows version optimized for android emulator and play it with external mouse.
    1 point
  15. Eh. We had experimental support of Android builds long time ago. In theory it should be possible to make it working again, but we have no people for that.
    1 point
×
×
  • Create New...