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Showing content with the highest reputation on 2024-10-10 in all areas

  1. Ok im going to create a vertical scrollable container, that clip the content. I need this feature for my atlas in game.
    3 points
  2. Only @Itms can reset passwords as admin. You should be able to from the UI though. It's still up on https://replay-pallas.wildfiregames.ovh/ It's still missing a piece with the last graphics of local ratings. But what I'm missing most is people uploading replay to make the ratings more accurate. I haven't ported them to Gitea but you can see the code here: https://github.com/StanleySweet/replay-pallas And https://github.com/StanleySweet/replay-pallas-api
    1 point
  3. I documented the fix https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructionsGettingTheCode The current heading is "Recovering from errors while syncing your fork". I won't link to it directly because the section hasn't been reviewed yet and the heading might change. @Stan`@trompetin17
    1 point
  4. Yeah, basically we can currently only have scrollbars for things with plain text, but not with interactive objects, etc.
    1 point
  5. 1 point
  6. We reeeeeeally need scrollable elements like this. Needed it for a long time.
    1 point
  7. Can someone who has successfully built this software on Arch PM or respond to this post? I humbly submit that I perceive the general linux build instructions to be incorrect: * There is no 'build-source-libs.sh' $ find . -name "build-source-libs.sh $ * following the README buried within 'libraries/source/spidermonkey', "... just run build.sh," you get `ModuleNotFoundError: No module named 'six.moves'` * buried in this forum and somewhere on the issue tracker which is a nightmare to navigate (constant error popups), there is a reference to a patch for the above, but the branch does not seem to exist in git. git switch py312 fatal: invalid reference: py312 Sorry, but this project is not worth a darn to me if we use git but do not bother with parity between SVN and git, so I remain at the point where I throw up my hands in defeat. Please help, so I can help.
    1 point
  8. 1 point
  9. Immersion problem. It's not realistic, I have this problem a bit too.
    1 point
  10. @alre How do you want to be credited in the game's credits for your patch?
    1 point
  11. I wish column followed a more snaking motion.
    1 point
  12. aI made a mod that implements my proposals on formations. I think the improvement is stark, here's a preview: Some detail: Assignment of units to formation places This is already very similar to the current algorithm, the only difference is point 3.2. I tried hard to introduce it, but, for simple that it sounds, I can't seem to make it work. Sorting the array doesn't seem to have any effect, I noticed it's always the same units that take the farther positions, those left out by the others. I'm attaching the js file with attemted edits. Also point 2 has seen an improvememt, similar to the one dealt in the next section. Rotation movement This had the greatest impact, in particular the second point. Makes formations a lot more usable I think. First point is dealt as in my last post of June 30. Column formation This was easiest. Not much to add about it. Further considerations and questions - I did quite some code refactoring, as much as I thought it would be acceptable. External use of some function may break, although it seems unlikely to me. - I'm not sure I respected coding conventions either. - Formations now don't get formed anymore in the mean direction of their members. - Browsing Formation.js history, I was startled noticing that actually my proposals are nothing new and already where in the engine some time ago (rP14292, rP14300). I'm not sure what to do with this information. - How is LoadFormation supposed to be used? - The only way to make formation turns more natural than this, is to change how entities turn around obstacles, so that they do not do it on position, but rather sliding around the corner as they turn. The improvement would be evident for formations, but would also be noticeable for rams and cavalry. I'm not sure where's the code for that. - I can keep making improvements if you like, my goal is to make formations good looking, and also reasonable even for competitive games, and I'd like my edits to go in the main game. (edit/clarification/license: I renounce to all rights on my work on the mod and agree to the legal disclaimer) Formation formation-mod-proposal.pyromod
    1 point
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