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Everything posted by Stan`
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	Wait for A26 or somehow include it in your mod
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	You mean drag and drop on the executable doesn't work?
- 469 replies
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		- hotkeys
- autoassign civ
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	@andy5995
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	  New map: The Legend of Avilava (scenario)Stan` replied to Yavin's topic in Scenario Design/Map making Well you can, all random maps are. Great work @Yavin! It's always inspiring to see what can be done with the engine. In case you want to put it in the community map mod I'm pinging @andy5995 This way more people can enjoy it. As for A24 replacing A23 it's intended. If you install A25b it will be the same. Technically multiple versions can coexist but it's better not to.
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	Well one has to start somewhere. and art is really important. If we add a normal map and a spec map it might look really cool The only constraint is to respect the footprint of the current placeholder cube in the game, I made it to be the exact size of the Startcraft cc Here are some comments, you can try to be more creative and do a different shape for the building so it's not a 1:1 copy.
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	  ===[TASK]=== Current issues with Celtic units and guideline for the nextStan` replied to Genava55's topic in Official tasks There are multiple cape models.
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	Do you want criticism on the model itself?
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	Oh man I love it
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	No crashlog no cookie.
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	Actually <DisablePushing>true</DisablePushing> Seems to work for me, whether it's in template_unit or a specific template. And it make sense, I just misread the code.
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	Can you try the counterproductive <DisablePushing>false</DisablePushing> Thoughts behind it // Original code for disabling pushing SetParticipateInPushing(!paramNode.GetChild("DisablePushing").IsOk() || !paramNode.GetChild("DisablePushing").ToBool()); // No tag auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // true auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // true SetParticipateInPushing(true); // Tag present <DisablePushing>true</DisablePushing> auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // false auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // false SetParticipateInPushing(false); // Tag present <DisablePushing>false</DisablePushing> auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // false auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // true SetParticipateInPushing(true);
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	We don't support model scaling IIRC If we want to animate it we do?
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	To generate beams we need some way to draw it X) Js can only make object pop, not draw laser beam using a shader from point a to point b. Or am I misunderstanding you? I want this, the game supports the damage but not the VFX.
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	Not really because the projectile manager supports in theory constant damage (no reload time) but we have no way to draw it.
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	Line must be continuous It's like a lightning beam.
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	How hard would it be to make a shader or something? It would be really nice. Is it a technical limitation?
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	  Insufficient access rights to open filesStan` replied to Siddhant Sorann's topic in Help & Feedback Do you have an antivirus software?
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	One cannot stretch the quad to join the mesh and the enemy though... At least if there is code for it I don't know how it works.
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	Meant to answer, and forgot sorry. It's not possible. Art and simulation are separated, https://code.wildfiregames.com/D1989 once planned to do what you want but it ended being a slippery slope. Maybe @Freagarach has an idea how to implement your feature through code though.
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	Do note however that they are considering dropping subversion as mentioned by @s0600204 here. Source: https://d.i10o.ca/tmp/phabricator-future/ Also, that ironically, our git repo is about 10GB (5GB .git and 5GB actual files uncompressed for a given revision) while Phabricator is currently taking 138GB and growing. Last time I deleted 10GB worth of logs. As for migration, here is something from Trac to Gitlab https://github.com/tracboat/tracboat For links maybe we could have a redirection from https://trac.wildfiregames.com/ticket/6394 to https://gitlab.com/undyingnephalim/hyrule-conquest/-/issues/64 Phabricator will however be more tricky we currently have: (Maybe @vv221 has some ideas) Pastes https://code.wildfiregames.com/paste/ Commit Comments Concerns Diffs (Could just be exported as diff file for posterity) Links (those are tricky because in commit messages) Jenkins Migrating Jenkinsfile to YAML.
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	Explosions, yes Missile we have flaming projectiles Lasers, no would be fun to have but not sure what we need @vladislavbelov
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	Well all the stats are on the internet, a lot of the buildings are in the pureref file You can also watch a game on the internet I doesn't have to be Startcraft, but it has to play similarly.
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	You can be disconnected from your own server. In fact it was very common before A24 because it wasn't threaded. You just had to lag enough. In this case it's a bit weird though, because it seems someone tried to rejoin, while the game hadn't started. When did the crash occur exactly?

 
         
					
						 
                     
					
						