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Showing content with the highest reputation on 2025-09-12 in Posts

  1. Pausing the game completely isn't really an option, unfortunately, because then the animations won't play, units won't move around, and so on. But what I'll do is add the possibility for map scripts to register callbacks, so that they at least can pause in the meantime, and wait with actions like triggering big attacks until the dialogue is closed.
    3 points
  2. For Rome, I feel like the civ is already pretty full of content (compared to the other civs). However, if someone ends up making a "rome expanded" mod or something for the SP community, this would be great. Or maybe it could be campaign only (whenever we are able to make campaigns, they take a ton of work).
    2 points
  3. Honestly in the current game a27, if there was a unit stance where buildings were completely ignored unless directly tasked I would use it.
    2 points
  4. Not sure how much players wouldn't.
    1 point
  5. Yeah, maybe for singleplayer/campaign stuff its desirable, in MP attack buildings is very rare and always a player desired desition like destroy CC/fort or weaken it a bit to be able to capture. But anyways, a middle-ground very nice solution is proposed by @real_tabasco_sauce here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7633
    1 point
  6. Whenever I start a game on a SVN version of the game, the textures (buildings, units, grass, etc.) start loading dynamically. This also makes random maps slow to load. How can I make the textures appear instant, like in a normal release? I've checked out only the "binaries" directory. EDIT: I think I know why. The release version comes with cached files inside the "public.zip" file. SVN version doesn't have these pre-cached files, they need to be cached on the fly.
    1 point
  7. How can we fix this topic? Is very common. Just now the player Malavita said "u win" and disconnected in a rated game. metadata.jsoncommands.txt
    1 point
  8. Back to the unit dialogue overlay, do you think player inputs (hovering, selecting, giving commands, ...) should be ignored while the dialogue is shown? As it is done in full "cinema path" cutscenes (that's how it's called in the code) like the one shown in the "Cinema Demo" map?
    1 point
  9. I see. This might be surprising to hear, but the essence of this is technically already possible in 0ad. It is possible in scenario scripts to push basic decision dialogs to the player and then wait and react differently depending on what the player chose. Now, the system isn't optimised for showing a lot of dialogs in a single game, as the code can get quite cumbersome, but it is surprisingly versatile and works. The reason it's so unknown is because it isn't actually used in any playable scenarios right now, there's only a small demonstration of it in the "Triggers Demo" map (the yes-no dialog). Sooner or later, I'd like to write a full guide about embedding storylines in scenarios and campaigns, to show that features like this exist and how to use them.
    1 point
  10. German Women -> German Civilians. @real_tabasco_sauce
    1 point
  11. its committed Feel free to try it by getting the nightly build, or by building the game.
    1 point
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