-
Posts
17.575 -
Joined
-
Last visited
-
Days Won
557
Everything posted by Stan`
-
less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
Yeah my point was calling that new function directly from js to remove the if test. -
less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
One thing you could try instead of hacking existing functions is to add new ones. Maybe the if switching depending on p has an impact -
less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
Hey, I haven't looked in details but if the goal is to improve performance this looks like a bad target to me. You've invested a lot of energy in this which is nice, but maybe you should shelve it for some time ? Given the current activity I do not want you to burn all your energy on this while you've been doing great for the rest. If this is a major gameplay improvement that's another matter but maybe integrating some of autociv units and building hotkeys could be worthwile too Anyway just a heads up -
Well what we need is a reputation system accessible from the game. But I suppose a new tag could help. Might also isolate new players for no valid reason. 50 reports for profanity on your account seems more legit than new.
-
I don't think @Dunedan wants to add email to the list of personal data, but maybe I'm wrong. Sending e-mails will be a bit tricky for some people
-
I'm not sure it's as much, but IIRC there is an IP registration limit. E.g. if you wanna play with a family member there is a chance they will not be able to register a new accound if you just did.
-
Some mods and a New futuristic mod: Robots Uprising.
Stan` replied to Lion.Kanzen's topic in Announcements
The AI is bit tailored to 0 A.D. new buildings and gameplay confuse it a lot. It's why Hyrule has their own version that only supports a handful of the civs and Delenda Est sometimes has trouble. -
According to this https://code.wildfiregames.com/rP26929 which was included in Alpha 26 we should support it. If you run the game through the terminal does any log appear ?
-
Graphic Designer Application - Melody E.
Stan` replied to whiteebony82's topic in Applications and Contributions
Redacted the e-mail. Welcome to the forums -
cc @Itms for premake update. https://code.wildfiregames.com/D4982
-
sdl_build_version": "2.30.4", "sdl_runtime_version": "2.30.6", "sdl_video_backend": "X11",
-
Ah nice, hope you enjoy it .
-
Yeah. Other than the obvious work it also requires some cleaning up in the VM infrastructure.
-
What is wrong with the persian voices? https://trac.wildfiregames.com/wiki/Alpha27 Note this is the list of actual features, but more might happen. Not yet, we have a big migration before that.
-
It never has. It's just we don't have a date for A27 and it will contain more features than planned
-
The computer game jerks in multiplayer
Stan` replied to Tobias's topic in Game Development & Technical Discussion
Another thing could try is reducing the game's resolution through the config user.cfg borderless.fullscreen = "false" xres = "1280" yres = "720" This should also work pyrogenesis \ -conf=borderless.fullscreen:false \ -conf=xres:1280 \ -conf=yres:720 \ -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
Created this issue https://github.com/go-gitea/gitea/issues/31749 -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
O12 Art O7 catchall etc Okay will do -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
Bad news it seems wiki isn't supported as a rss feed https://github.com/go-gitea/gitea/issues/19071 It'a a git repo though so there might be something to do there. By the way what about the On groups ? -
Assuming you'd want to go nuts, or only change classes in one place you can use what we call mixins (basically small part of templates, that can be reused) Here is an example for the african elephants, that stacks modifiers on top of normal elephants https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/mixins/elephant_african.xml This mixin is referenced in https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/kush/champion_elephant.xml like this: <Entity parent="elephant_african|template_unit_champion_elephant_melee"> Yours would look like this maybe called ranged_restrictions.xml in the mixins directory <?xml version="1.0" encoding="utf-8" standalone="no"?> <Entity> <Attack> <Ranged> <RestrictedClasses datatype="tokens">Field</RestrictedClasses> </Ranged> </Attack> </Entity> and be referenced like this: <Entity parent="ranged_restrictions|original_parent">
-
I assume you're referring to the template_unit.xml file. Obviously that would be the easiest thing to do, one file to change, and boom. Unfortunately all the template_unit_*.xml files for units inherit from it. The templates you're interested in are in that folder https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates No need to go down, all the templates in the subfolder inherit from those. The files you should change are probably: For cavalry template_unit_cavalry_ranged_archer.xml template_unit_cavalry_ranged_crossbowman.xml template_unit_cavalry_ranged_javelineer.xml For infantry template_unit_infantry_ranged_archer.xml template_unit_infantry_ranged_crossbowman.xml template_unit_infantry_ranged_javelineer.xml template_unit_infantry_ranged_slinger.xml You might be able to get away with only editing those two files template_unit_infantry_ranged.xml template_unit_cavalry_ranged.xml As you can see by looking at https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml <Entity parent="template_unit_infantry_ranged"> This line indicates the template inherits from all the stuff you put in the parent, here template_unit_infantry_ranged.xml It sadly seems no one unified the champion templates for ranged so you need to edit: template_unit_champion_cavalry_archer.xml template_unit_champion_cavalry_crossbowman.xml template_unit_champion_cavalry_javelineer.xml template_unit_champion_infantry_archer.xml template_unit_champion_infantry_crossbowman.xml template_unit_champion_infantry_javelineer.xml I have not tested, but you should only have to add <Attack> <Ranged> <RestrictedClasses datatype="tokens">Field</RestrictedClasses> </Ranged> </Attack> in each of the templates. Does that make more sense to you?
-
The computer game jerks in multiplayer
Stan` replied to Tobias's topic in Game Development & Technical Discussion
Hey, thanks for the video. While I do not know the exact reasons the game is lagging for, you could try to lower the graphic settings, especially shadow quality, see if that makes things better. to upload the hardware reporting logs of the game for all the machines experiencing this issue. See: https://trac.wildfiregames.com/wiki/GameDataPaths Mainly we need system_info.txt and userreport_hwdetect.txt Another thing reported by @Norse_Harold would be to check the power plan of the Windows laptop(s) and make sure they're plugged when playing. Another long shot would be as @hyperion proposed on IRC would be to check if you are using an IGPU if increasing the video memory in the bios help.