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Everything posted by Stan`
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what font is used for the "0 A.D. Empires Ascendant Logo"?
Stan` replied to DerekO's topic in General Discussion
It's a blend file and it's here: 0AD animation intro blend in art_source/trunk/grafx and mockups/0 A.D. and WFG Logos – Wildfire Games The font is however, unknown. -
This of course if the unit doesn't have a walkspeed. Else it reads the template... speed = cmpUnitMotion->GetWalkSpeed().ToFloat(); As you saw the patch isn't complicated. It would only be used for modders though. Not sure it would work well on a 2D pathfinder, also performance might be pretty bad no?
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We have to ask, because a lot of bug reports are imprecise and we need to know what the users are seeing. e.g your whole desktop could go black, or the window could be visible, etc My bad should have checked, should be called userreport_hwdetect.txt it's https://trac.wildfiregames.com/wiki/GameDataPaths The file is generated when you launch the game
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There seem to be one use of the scale modifier though, as it can be set on a map level using triggers. eg. you could make units slightly slower on a snowy map EDIT: Actually you can already do that by affecting UnitMotion/Walkspeed with techs...
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Can you take a screenshot? And upload userreport.txt please
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What os are you on?
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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
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We could use a different projectile for those siege engines. And upscaled version of the arrow maybe.
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When does it turn black? Could be a problem with a more recent SDL version. Does windowed mode work?
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using content from 0 AD in an open source browser game
Stan` replied to devland's topic in Help & Feedback
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. -
Civilization Proposal: Arabs/ Rashidun Caliphate/ Umayyads
Stan` replied to Mega Mania's topic in 1,000 A.D.
Nice, keep it up man. Just one thing, they need to extend below the ground, otherwise you'll run into trouble on uneven terrain -
Well yeah but it won't look really good.
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- millenium a.d.
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If I recall correctly the problem with this was the too high polycount.
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Will do, but for now events are remote
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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
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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)
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Split.
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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
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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.
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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.
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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.
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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
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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