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Showing content with the highest reputation on 2024-01-05 in all areas
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Hmmm. "0 A.D." tends to put the game at the top of alphabetical lists, so there is that.2 points
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I am attempting to add a button to the Actor Viewer that will toggle between 2d and 3d projection: camera.SetPerspectiveProjection(2.f, 512.f, DEGTORAD(20.f)); found in source/tools/atlas/GameInterface/View.cpp sets the Field Of View, IE how strongly things are effected by perspective. float m_Distance; found on line 38 of source/tools/atlas/AtlasUI/ScenarioEditor/Tools/ActorViewerTool.cpp sets the distance from the object being viewed to the camera, IE how large the object appears on screen. I want to modify both of these at the same time, but I can't for the life of me find a way to send data from source/tools/atlas/GameInterface/View.cpp to source/tools/atlas/AtlasUI/ScenarioEditor/Tools/ActorViewerTool.cpp Any advice would be appreciated. Boston.1 point
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In my mind, the encyclopedia articles are supposed to. A. Enlighten the player on the unit/building, and (B) Illuminate the unit's use. (Give some hint on what the unit/ building is supposed to do.) If there isn't anything specifically fascinating about the unit, you write something generic like what was does with walls, treasures or storehouses. Yes, you can at the moment write articles about more interesting things and put them in the unit descriptions, but eventually, all of that should probably be turned into extra linked information. For example, you have a short paragraph on the Han sword Calvary and have links off to the swords and the horse breeding.1 point
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@Vantha sounds like a good proposal to me! (especially since it appears to be rather difficult avoiding to double information (stable and various cavalry types might all refer to the horse breed etc.) It may make much more sense to provide the texts and then hyperlink to them what ever applies ( so stabels will link, sword cavalry might also link to the horse breed, but also to the sword technology they used). Wonder how we could organise these links? Do the texts themselves, then in a second round verify all units refer to something, and then edit the referring page with some text connecting the various fragments pointed to? Just thinking aloud...1 point
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Hi everyone, I have got a suggestion: Let's redefine the encyclopedia's goal, not writing an article about every unit, building, etc., but instead writing enough articles so every unit, building, etc. can be linked to at least one article. For example: There is not much to say specifically about Han sword cavalry, however, there is much interesting information about the swords they used, about Han cavalry in general, and maybe about the breeding of the cavalry's mounts. So, instead of writing a text about these exact cavalry swordsmen, I could write about the topics I just mentioned in the example which are way more interesting. And yes, I know that I've to some degree already been doing this. But if the encyclopedia ends up outside of only the unit or building overview in-game, then each article will need a title. And for example, the text for the stable describes that civ's cavalry in general. And I find it misleading and simply wrong to title this text 'stables' since the text is not actually mentioning stables themselves. I know this might seem irrelevant, but it's really not for me. That would give me more freedom, I could eloborate further and entirely leave out what would have been plain and boring texts anyway. And it would only affect only about 10% of units or buildings, and nothing needs to be redone to to fit this new goal. And we can of course still store the texts in the unit's or building's game file that will eventually link to the exact text in the encyclopedia. Do you get what I mean? What do you think?1 point
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Wild west is also fair but I don't mind either way. I see why people would want such a CoC and think it won't hurt at all. I'm fine with rules as long as they are written rules well thought out. It's exposed in the config file which I consider perfectly legitimate to edit. Beside a possible advantage it might also help with performance. There are quite a few config options that people tweak that are not exposed in the UI. "gui.scale" for example only got exposed in the UI in svn but anyone with a 4k monitor probably wants to tweak it already.1 point
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1 point
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Globbing is used for almost all of 0ad, so rerunning premake or update-workspace.sh should be all you need to do.1 point
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I think there are a lot of names that are short and meaningless. Take Half Life, for example, those words aren't anywhere in the game other than the title. I think 0 A.D. is fine and makes just as much since as Age of Empires for a game.1 point
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Raffut1969 left without resigning. where to appeal ratings ? @guerringuerrin@hyperion@Stan`@rossenburg@wowgetoffyourcellphone@Atrik Raffut1969.zip1 point
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@wowgetoffyourcellphone NFO - Checking public's integrity. INFO - The following mods will be loaded: public|mod. INFO - Loading maps XML... INFO - Loading maps PMP... INFO - Loading entities... INFO - Loading actors... INFO - Loading variants... INFO - Loading art files... INFO - Loading materials... INFO - Loading particles... INFO - Loading sound groups... INFO - Loading audio files... INFO - Loading GUI XML... INFO - Loading GUI data... INFO - Loading civs... INFO - Loading random maps... INFO - Loading techs... INFO - Loading terrains... INFO - Loading auras... INFO - Loading tips... INFO - Looking for missing files... WARNING - Missing file 'art/textures/ui/session/portraits/units/maur/ship_bireme.png' referenced by: public/simulation/templates/units/maur/ship_scout.xml WARNING - Missing file 'art/textures/ui/session/portraits/units/maur/ship_trireme.png' referenced by: public/simulation/templates/units/maur/ship_arrow.xml WARNING - Missing file 'art/textures/ui/session/portraits/units/rome/ship_quinquereme.png' referenced by: public/simulation/templates/units/ptol/champion_juggernaut.xml WARNING - Missing file 'simulation/templates/units/noldor_ship_scout.xml' referenced by: public/maps/scenarios/shipattacks.xml INFO - Validating actors... INFO - Validating variants... INFO - Validating gui files... INFO - Validating maps... INFO - Validating materials... INFO - Validating particles... ERROR - /zpool0/trunk/binaries/data/mods/public/art/particles/light_ray.xml: Invalid sequence in interleave, line 10 ERROR - 1 particle validation errors INFO - Validating simulation... INFO - Validating soundgroups... INFO - Validating terrains... INFO - Validating textures... INFO - Collecting materials... INFO - Collecting actors...1 point
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1 point
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I said it once, and i say it again: give game hosts the option to decide such things. Game host could be given options to restrict mod usage only to signed mods.1 point
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mods are manually checked before its signed. also mods on mod.io can always be taken down whenever needed. Even if there's a slip-up and a cheat mod accidentally gets approved and reported, we should have the ability to remove it. Once it's removed and the player logs in again, the system should check the active mods against the ones signed in mod.io. If there's an active mod on the player's side that isn't signed in mod.io, it should automatically become incompatible, just like how mod versions are handled with every alpha. dunno if its too much to ask, but this idea could really push us two steps ahead in fighting cheats. Also, we've got to consider the scenario where a player directly modify the main game - another sneaky way to bypass1 point
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Yeah, that might have to be a reality. It was nice to have such flexibility back before this whole nightmare.1 point
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Hi @alre o/ You can use setBaseTerrainDiamondSquare to get a realistic heightmap. Currently there is no painter for it though but you can either apply it to the entire map or to an own heightmap you can then manipulate before applying to the g_Map.height. The SmoothElevationPainter can blend in terrain elevation into the surroundings if you only want parts of the map to be mountainous. You can use getSlopeMap to see how steep the terrain is to e.g. paint cliff/rock texture. There is no way to determine what parts exactly can be traveled by which unit for the components that handle that are not running during map generation.1 point