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Showing content with the highest reputation on 2025-10-19 in all areas

  1. I took a quick look at the code, correct me if I'm wrong, but for a PR it looks like you could directly move most of the logic to the GuiInterface.prototype.SetWallPlacementPreview method. I don't think length would be an issue since you largely rewrote the logic of that method anyway, which is itself already quite long. And I don't think anyone would mind having a bit more code for more desired behaviour. Also, that would make it even more performant because you wouldn't have to compute the entire entity state for each snap candidate and could pull values like the position from the simulation directly, which is a lot quicker. What do you think? I believe a lot of people (including me) would love to see this added to the main game.
    3 points
  2. Hello everyone! We just branched for R28. The nightly-build tracks the state of R28 and can be used to test the new version. It is generated weekly, and you can get it using SVN. Detailed information can be found on the wiki Mock Release Bundles are also generated weekly, from the nightly build. They can be downloaded from our Jenkins build system. Future RCs will be taken directly from here. A higher overview of the release process can be found at [RELEASE PROCESS] Release 28 The contribution work-flow is not stalled during the process. We are still merging the work of devs and contributors into the repository, for inclusion in the future releases. The preparation of Release 28 is made in parallel, and not blocking. That said, most of our energy is dedicated to the release, and you will experience delays in us reviewing contributions. Please make sure no mods are enabled when testing the game. What should I test? While we encourage you to test everything, we expect most regressions to be related to those changes: In the match-setup a player can be removed and might interact badly with joining player or so. The size of Strongholds have been refined. The Germans have been introduced and might not be balanced well. The font rendering changed. Especially non-Latin fonts should be tested. Some parts of the game now use js-modules. We want to know whether it's still easy to mod those. There is now a 64-bit Windows and an AppImage build. What should I report? Not everything. We know about two apparent issues related to sound: #8342 #8426 Apart from that we must fix regressions (stuff that used to work, but doesn't work any-more) and critical issues that would prevent the users from playing. We cannot reasonably fix all the existing bugs in the release. Critical issues include crashes and multi-player OOS. How to report them is detailed in the ReportingErrors wiki page. With the weekly generation of testable game versions, it is absolutely necessary to check you use the same nightly build (version is displayed in the main menu) without any mods when testing for OOS. Happy testing!
    2 points
  3. Why aren't you making this a pull request?
    2 points
  4. While reading this thread I remembered the article on Hotkeys in the Wildfire Games Gitea wiki. But I'm not sure it is up-to-date.
    1 point
  5. maps with random player placement use a clustering algorithm to divide spawning position between teams, so, if you make yourself a lot of enemy AIs in one team, you will not spawn in the middle of them, but on one side. make it a small map and you will have the chance to start immediately to harass and dominate the neighboring AIs while also having to prepare for attacks from further AIs. This will make for a game full of action.
    1 point
  6. Snapping walls are nothing new. These things are called gates.
    1 point
  7. I lile very hard, 2 Vs 2. If the AI attacks your ally first, it may become challenging indeed.
    1 point
  8. Estou de volta com novidades! Peço desculpas pela minha ausência, mas estou animado para compartilhar o que vem por aí no meu mod World Rising! Estamos lançando o Mercado Rudimentar! Agora você pode criar barracas de mercado dentro do território do mercado e gerar recursos passivamente. Fique ligado, pois mais novidades virão em breve! Por enquanto, aqui estão algumas imagens para você aproveitar.
    1 point
  9. World Rising Mod Update! Hello everyone! I'm excited to share with you the latest updates on my World Rising mod! Maritime Units - War Canoe: now with 4 crew members, including 3 javelinists and 1 rower, with attack animation! - Merchant Canoe: with a javelinist for defense and trading capabilities. Hero Yoru - Weapons: now可以选择 between 2 axes or spear and shield, increasing flexibility in combat! New Buildings and Technologies - New Buildings: added to enhance gameplay experience. - Technologies: updated to provide more options and challenges. Resources - Copper and Gold: new resources added to increase economic complexity. Upcoming Goals - Copper Age: introduction of the 3rd era, with new buildings and technologies. - Primitive Market: creation of a market with individual shops that generate resources passively. - Primitive Military Building: development of a building for training and defense. Feedback and Ideas I'd love to hear your feedback and ideas to improve the mod! What resources or buildings would you like to see added? Thanks for your attention and support! Until the next update!
    1 point
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