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Showing content with the highest reputation on 2016-05-20 in all areas

  1. Well, I got a bit done here though focussing more on usability and speed than perfection ... and found out that water erosion works, well, without water x) I call it "Splash erosion" - for it's like letting go a water baloon above each vertex - but before the next step all water is drained/evarporated ... so there's no need for a water plane whatsoever ^^ From left to right: 1) Base terrain (nice but unplayable) 2) Decay eroded (smooth but boring) 3) Water eroded (slow) 3) Splash eroded (Fast but conserving most of the structure) Got that idea when playing arround with erosion_demo_simple_water.js (feel free to do so, see setup line 26 ff) which kept working when basically all parameters where 1 erosion_demo_maps.zip
    3 points
  2. It's exam season guys, many people are having exams or studying really hard at the moment, so don't expect many people to be playing at the moment, i myself haven't played in about a month. Wait till around june-july there will be a large peak in players
    1 point
  3. haha he's great, but he does have a point, studded leather wouldnt do anything.
    1 point
  4. Just an updated version to be compatible to SVN. Only the map (so no libs) are needed now. realistic_terrain_demo2016-5-20.zip
    1 point
  5. That video showcase problem with GUI gamesetup behavior that have irk me a lot. Namely that the GUI does not remember the civs when switched between maps. This guy choose Romans, but he switch maps and hit start game thinking he was going to be Romans, but ah ha! civ was reset to Random when map changed. This behavior is not expect by many many Youtube players that I see.
    1 point
  6. Split into its own topic as per Lion's suggestion.
    1 point
  7. I added some warnings to that piece of code, as it wasn't fail-safe indeed. Now it should warn what template is the issue: http://trac.wildfiregames.com/changeset/18199 You probably have a tech with an empty requirements object. This isn't a good idea as there are requirements defined (so the code for checking requirements will run), but it will find none. It's better to just delete the requirements altogether.
    1 point
  8. Yeah, I don't see the problem with Penalty, because either that or Debuff are pretty much the only way I have ever heard such things referred to as.
    1 point
  9. Currently only the c++ part has its documentation generated. Since there are some JSDOC comments on the Js part of the code as well I thought it would be nice to generate it as well. I therefore separated the js code (AI, GUI, RMGEN, Components, Globals, Helpers,...) from the public folder of A20 to generate the documentation. Documentation was generated with JSDOC 3 using the node.js plugin Since classes don't have the proper @class tag for now I added in attack.js so you can see what it can look like. Here are the Documentation files (Open Index.html) : out.7z And here are the files I used for the generation : 0adtest.7z During the execution I got the following warnings : The unexpected identifiers ones are deprecated foreach (@elexis if you want to nuke those) and there are some errors with comments.
    1 point
  10. Adjusted some maps and removed duplicated code. RealisticTerrainDemo2016-04-10b.zip EDIT: Added the diff for r18014: RealisticTerrainDemo2016-04-10b.diff EDIT2: Current sate: RealisticTerrainDemo2016-04-10c.zip RealisticTerrainDemo2016-04-10c.diff
    1 point
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