Leaderboard
Popular Content
Showing content with the highest reputation on 2024-10-13 in all areas
-
I found this interesting ticket (by @wowgetoffyourcellphone) for a hero death notification. I already wrote the necessary code, but there are still some details left for decision, which I want to discuss in this thread. Firstly, what exactly should the chat notification say? And what players should it be broadcasted to? If more than just the affected player himself, it should be indicated whose hero it was. Maybe by coloring the hero name in the player's color? (Though I'm afraid that might cause some confusion; the hero could be mistaken for a player). Currently, my best pick is "<ColoredPlayerName>'s hero <HeroName> has fallen in battle.", but I'm positive we can find a cooler formulation. Secondly, the ticket also mentions a sound effect. I found the following unused hero death sound among the game files: alarm_hero_fallen_1.mp3 I think it sounds alright, but it's just... rather boring. Here is an alternative I was able to create (supposed to sound more epic), it resembles an ancient military signal horn: alarm_hero_fallen_2.mp3 Which one do you prefer? (Keep in mind that it is not the unit's death sound, but a globally played notification - like the alarm when being attacked) And, yes, as suggested by the ticket, I also created a skull icon that appears over the portrait after the hero dies. Here is what it looks like in the UI:4 points
-
I would like to share more progress No Scroll need it When need Vertical Scroll Scrolling what about the js code? the ScrollPanel is going to support "resized" child events, "visiblity" child events, but if you need to update multiple objects you can "freeze", then update all visibility and size and finally un freeze Missing features: Horizontal Scroll Tooltips is showing even if the parent isnt draw Expose the ScrollPanel in the xml like Xml Tag instead of "object type" Support RTL If you would like to test and give me some feed back: here is the code https://gitea.wildfiregames.com/trompetin17/0ad-atlas-in-game/src/branch/scrollpanel If you would like how I implement here is the diff https://gitea.wildfiregames.com/0ad/0ad/compare/main...trompetin17/0ad-atlas-in-game:scrollpanel thx in advance3 points
-
No need; I can take care of creating any sound if needed (just tag me). There are a range of unused attack-alternate sounds which may work (and were recorded with real ancient horns and flutes rather than samples), perhaps one of them would work? e.g. 06-Alt, 09-Alt seem sort of mournful to me. I cannot remember though which one we chose for the game though, and obviously this sound should be different! https://www.dropbox.com/scl/fo/f6ot29y8g0h7w9zi4zyux/AJzOb3kuVNWPyqfuMhy7xSE?rlkey=ojaj28tbanhgsmg0yxp2hhejo&st=tvrfmeo3&dl=0 Attacked_06-Alt.wav Attacked_09-Alt.wav2 points
-
Nice to see some toolkit love dropdowns are rendered behind other items horizontal scrolling is missing, and we can see that there should be a way to specify the size of the scrolled panel, so items resizing themself based on parent don't end up like the following. The only other thing I noticed is scrolling with mouse wheel when placing the courser anywhere in the scrollpanel isn't implemented yet.2 points
-
So it has been almost 2 years since my last post here. I've been working on DerpHammer throughout that time, getting better at 3D modelling and slowly learning how templates work and stuff. (the comparison of the steam tank models does a good job at showing my progress I think) For the most part I've been managing to figure out stuff on my own, but there have been some issues that I just don't know how to solve. One of them is this error message that gets triggered by AI players (it appears once for every AI player at the beginning of a game). As far as I can tell, the only template with the 'unrestricted' class is the ambient buzzard and that one doesn't seem to be the culprit, so I really don't know what the cause would be.2 points
-
Shameless plug: https://github.com/Dunedan/ghaction-wiki-sync/tree/improvements It's a fork of an existing Github action to sync parts of a Git repository with a Git wiki repository and works on Gitea as well. I looked into that for another purpose, but it'd work for the 0ad wiki repository as well. It'd however require using another repository as its source and doing all changes as pull requests. As there hasn't been any response from the original author to my PR with improvements I'll soon merge my changes to the master branch of my fork and use that as a base for some stuff. That said, personally I'd prefer a solution which would still allow the same low barrier we have for changes to the wiki right now plus the ability to propose changes via pull requests.1 point
-
No doubt the style must be Hollywoodian. I would add other alternate sounds to the combat, such as non-clashing sounds of the swords, sounds of groaning or straining, and sounds of pain from the men. I have an example of our units fighting with another system from another game published by superficially. https://youtube.com/shorts/-CKWsq2RMyo?si=w_66MFNM5Zr-CoPh1 point
-
1 point
-
It is absolutely no problem to record a new shorter sound if needed too, or create any other type of sound effect (e.g. a deep bell sound or a 'weaker' shorter horn sound perhaps). The link to the dropbox has other example sounds, those two just sounded perhaps most immediately applicable to me (which is probably why they were already used!). Inspiration-wise, AoM of course uses a regular death sound in this case (same as a normal unit, if using the same voice bank), with a voice-over saying "A hero has fallen" as notification. Yes, though the sword sounds were problematic because at the time we were working on changing the way sounds work so that the impact (flesh, wood, stone, etc.) sounds are actually used depending on target. Not sure if that was finished. At the time we compromised by combining impact and swing sounds into single files. There is also the problem of the perceived sound of a sword (metal-on-metal scrape sound) vs. the real sound of a sword (usually just striking a shield). I think the sounds we used were a blend of real sword sound and perceived/"hollywood" sword sound. Perhaps though we should have a new thread to discuss the sword sounds further.1 point
-
1 point
-
1 point
-
1 point
-
If you go to the top of the page next to the highlighted "FORUMS" is "IRC Chat", you can try and see if someone is online; give them some time to respond if at first there's no reply.1 point
-
1 point