Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.989
  • Joined

  • Last visited

  • Days Won

    579

Everything posted by Stan`

  1. Because I'm nice, or stupid and I believe acts do better than this project than endless arguments: Index: binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml =================================================================== --- binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml (revision 25989) +++ binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml (working copy) @@ -5,6 +5,9 @@ <SpecificName>Samnite Spearman</SpecificName> <Icon>units/samnite_spearman.png</Icon> </Identity> + <UnitMotion> + <ScaleMultiplier>0.555</ScaleMultiplier> + </UnitMotion> <VisualActor> <Actor>units/carthaginians/infantry_spearman_c_samnite.xml</Actor> </VisualActor> Index: source/simulation2/components/CCmpUnitMotion.h =================================================================== --- source/simulation2/components/CCmpUnitMotion.h (revision 25989) +++ source/simulation2/components/CCmpUnitMotion.h (working copy) @@ -247,6 +247,7 @@ "<a:example>" "<WalkSpeed>7.0</WalkSpeed>" "<PassabilityClass>default</PassabilityClass>" + "<ScaleMultiplier>1.8</ScaleMultiplier>" "</a:example>" "<element name='FormationController'>" "<data type='boolean'/>" @@ -255,6 +256,11 @@ "<ref name='positiveDecimal'/>" "</element>" "<optional>" + "<element name='ScaleMultiplier' a:help='Simple multiplier to allow to define relative speed in templates.'>" + "<ref name='positiveDecimal'/>" + "</element>" + "</optional>" + "<optional>" "<element name='RunMultiplier' a:help='How much faster the unit goes when running (as a multiple of walk speed).'>" "<ref name='positiveDecimal'/>" "</element>" @@ -282,6 +288,11 @@ m_FacePointAfterMove = true; m_WalkSpeed = m_TemplateWalkSpeed = m_Speed = paramNode.GetChild("WalkSpeed").ToFixed(); + + CParamNode scaleMultiplier = paramNode.GetChild("ScaleMultiplier"); + if (scaleMultiplier.IsOk()) + m_WalkSpeed = m_TemplateWalkSpeed = m_Speed = m_WalkSpeed.Multiply(scaleMultiplier.ToFixed()); + m_SpeedMultiplier = fixed::FromInt(1); m_LastTurnSpeed = m_CurrentSpeed = fixed::Zero(); That's the engine change you need to make it work. I designed it specially to not break every single mod in existence by making it optional which is the reverse of your approach. I also tested it and it works. Just for the record and because I invested a long time in those discussions, here is what was said about Vegastrike on the forums Showing results for 'vegastrike'. - Wildfire Games Community Forums And we had the same kind of discussions about Ambient Occlusion being baked wrong and all art files needing to be changed. That seems incorrect to me, in fact I started a scifi mod some time ago, with the goal to make it an alternative to starcraft, and walking speeds were the least of my concerns. The ability to make mines sockets and to stop flying vehicles were more annoying that that. Of course the huge number of new buildings and their design to make was also worrysome. GitHub - 0ADMods/stella_artis
  2. Stan`

    roman scorpio

    We could use a different projectile for those siege engines. And upscaled version of the arrow maybe.
  3. When does it turn black? Could be a problem with a more recent SDL version. Does windowed mode work?
  4. If there is it's in the Korean, Chinese or Japanese mods. Else you have to generate them from the fonts using the Python script. IIRC it only works on linux.At least the last time I tried to run it on Wkndows was a pain.
  5. Ideally you would provide a link to the original models. Also because they are Share Alike, all derivative work from them e.g adding a bunch of new objects to the models must be under the same license. Right. That's a weird way to put it but yeah. Assuming it uses 0 piece of code from the main game the mod could be closed source but one could still look at the files. Usually the problem is the attitude toward it. I don't mind my assets being reused as long as one follows the license and doesn't claim he made them.
  6. Nice, keep it up man. Just one thing, they need to extend below the ground, otherwise you'll run into trouble on uneven terrain
  7. Stan`

    Faction: Norse

    Well yeah but it won't look really good.
  8. Stan`

    Faction: Norse

    If I recall correctly the problem with this was the too high polycount.
  9. Will do, but for now events are remote
  10. From \source\simulation2\components\CCmpUnitMotion.h "<a:example>" "<WalkSpeed>7.0</WalkSpeed>" "<PassabilityClass>default</PassabilityClass>" "</a:example>" From \binaries\data\mods\public\simulation\templates\template_unit.xml <UnitMotion> <FormationController>false</FormationController> <PassabilityClass>default</PassabilityClass> <WalkSpeed>9</WalkSpeed> <RunMultiplier>1.67</RunMultiplier> <InstantTurnAngle>1.5</InstantTurnAngle> <Acceleration>18</Acceleration> </UnitMotion> So the actual default value is 9 not 7. Template File Multiplier ActualValue \binaries\data\mods\public\simulation\templates\template_unit_catafalque.xml 54,5: <walkspeed op="mul">0.55<walkspeed> 4,95 \binaries\data\mods\public\simulation\templates\template_unit_cavalry_ranged_archer.xml 38,5: <walkspeed op="mul">0.85<walkspeed> 15,3 \binaries\data\mods\public\simulation\templates\template_unit_cavalry_ranged_crossbowman.xml 43,5: <walkspeed op="mul">0.8<walkspeed> 14,4 \binaries\data\mods\public\simulation\templates\template_unit_cavalry_ranged_javelineer.xml 38,5: <walkspeed op="mul">0.9<walkspeed> 16.2 \binaries\data\mods\public\simulation\templates\template_unit_cavalry.xml 99,5: <walkspeed op="mul">2<walkspeed> 18 \binaries\data\mods\public\simulation\templates\template_unit_champion_cavalry_archer.xml 44,5: <walkspeed op="mul">0.85<walkspeed> 15,3 \binaries\data\mods\public\simulation\templates\template_unit_champion_cavalry_crossbowman.xml 44,5: <walkspeed op="mul">0.8<walkspeed> 14,4 \binaries\data\mods\public\simulation\templates\template_unit_champion_cavalry_javelineer.xml 44,5: <walkspeed op="mul">0.9<walkspeed> 16.1 \binaries\data\mods\public\simulation\templates\template_unit_champion_cavalry.xml 57,5: <walkspeed op="mul">2<walkspeed> 18 \binaries\data\mods\public\simulation\templates\template_unit_champion_infantry_archer.xml 48,5: <walkspeed op="add">1.2<walkspeed> 10,8 \binaries\data\mods\public\simulation\templates\template_unit_champion_infantry_crossbowman.xml 48,5: <walkspeed op="add">0.6<walkspeed> 10,8 \binaries\data\mods\public\simulation\templates\template_unit_champion_infantry_javelineer.xml 48,5: <walkspeed op="mul">1.2<walkspeed> 10,8 \binaries\data\mods\public\simulation\templates\template_unit_champion_infantry_pikeman.xml 48,5: <walkspeed op="mul">0.9<walkspeed> 8.1
  11. In the civ.json files you canchange the property SelectableInGameSetup to false. This way you can continue to use those civs on map as non playable factions. Do note that because of a bug in gamesetup the name of such a faction will not be displayed (Unknown will be shown iirc)
  12. That's the XML schema template example... It's not even used. It's just so the docs can provide examples of usage here https://docs.wildfiregames.com/entity-docs/a25.html#component.UnitMotion
  13. Note that actor variants define the animation speed. Edit projectile speed and turn rates were increased to 1) Make dancing even harder 2) Address the complaints on the forums about the game being too slow.
  14. Sorry sponsor might not be in the sense you think. All our money is held by SPI an american non profit organisation. All funds go by them and so do all expenses.
  15. Currently garisonning set a variant called garrisoned in the actor file. That's how we display the garrison flags. We currently don't support multiple states of garrisoning, but yeah it could be coded.
  16. Sorry If I wasn't clear there isn't currently any working / finished way of hosting a headless server in the cloud. First you or someone need to develop the dedicated server application then we can start deploying stuff to the cloud. Summary of the current progress https://code.wildfiregames.com/D3973
  17. It's possible, but I have yet to see a finished implementation of dedicated servers There have been attempts in the past. We might also host some for rated games to eliminate quitters. We won't however in the near future provide geographic servers but we might encourage individuals doing so But we have to get the thing to work first
  18. Currently anything that isn't on the ground should not be a prop.
  19. The “Hosting part” is not the problem. It used to be a bit more synchronous but now with the threading it should be mostly fine. The problem comes when someone the game is struggling to keep up with the others as the slowest play slows down everyone. Observers can now lag behind which means they no longer have to be in sync with the players.
  20. Pathfinding is mostly good now with the threading. Problem is the JS code. Bottleneck seems to be the attack part now. You can host your own lobby but currently you cannot host a 0 A.D. server for there is no way to setup the game if you're not the host.
  21. Yep. Usages of the money are a bit complicated though due to the non profit nature of our sponsor. We might comission some artist in the future to do stuff. Currently there aren't many artists active.
  22. What were you dealing with exactly? How's life on the other side of the BARrier btw?
  23. It is which is why you can't rejoin with AIs
  24. Sadly using prop points has a performance impact so it's discouraged to do it when you don't need them to adjust to the terrain. Someone posted some progress in making an accurate bixie. I'm really busy these days so I didn't have time to follow up. It's in the pipe though.
×
×
  • Create New...