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Stan`

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Everything posted by Stan`

  1. Yeah currently the only way to do coop is through cheating. @Freagarach uses it quite often. Some member of the team feels like we should keep with sovereignty by self hosting everything rather than using something that may go down . I'm currently looking at self hosting a Gitlab instance, hence merging all the services together (Jenkins, Trac, Phabricator) See some discussion here https://code.wildfiregames.com/D4155 However due to my current AFK life and the fact that Trac just crashed today, it might take some time to migrate everything.
  2. Well as @Locynaeh told me last week we need moar documentation :P
  3. We've had the hosting lobby part for a few years now, maybe almost a decade. But we don't have the running the simulation part. The version we're implementing would not compute the simulation, it would just ensure that there is no abuse from the host side by shifting the hosting to dedicated servers.
  4. A lot is doable actually. @Freagarach has a mod with a lot of new features and Hyrule Conquest completely changed the way the game is played as well. I'm really looking forward to seeing their A25 version.
  5. I meant for the CC and gov center.
  6. I don't think it's gonna be a good idea as it will extend the footprint and might confuse players into thinking they are actually defense towers.
  7. https://www.pureref.com/ Those are only reference, someone needs to create the actual designs
  8. Really a lot would be different, maybe on vacation I think of something, it certainly won't be something very close. The idea of Stella Artis (StarCraft) is very good, maybe what is missing is a little more conceptual art and more direct lines, kind of if someone is willing to do something they will be a little lost in what to do, for example which civs, which structures will be available etc. I have a pure ref document with a lot of images
  9. Different enough. No copyrighted names, different building looks. I suppose one can copy stats. I wanted to do that for Stella Artis and crossover between that game starcraft and maybe some others
  10. Well they are not dead yet, cause I'm still around, but I've not made much progress ^^
  11. It's configurable in all templates, you can put it in template_unit, or in any bottom template as shown in the diff I posted earlier. You don't even need to have a dedicated parameter as long as every moving thing inherits from the same base template. That's what inheritance is for. In the example above instead of having a tag called ScaleMultiplier, it's just the attribute of walkspeed. and I can make every template inherit from that one.
  12. No need to patch anything you can either set the walkspeed directly in the template <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit"> <UnitMotion> <WalkSpeed>1.9</WalkSpeed> </UnitMotion> <VisualActor> <Actor>dude_box.xml</Actor> </VisualActor> </Entity> or do <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit"> <UnitMotion> <WalkSpeed op="mul">0.21111</WalkSpeed> </UnitMotion> <VisualActor> <Actor>dude_box.xml</Actor> </VisualActor> </Entity> It's exactly the same as adding an extra multiplier. 0.21 * 9 is about 1.9
  13. Just checked for fun with a dude box. Set a speed of five it already slow, 1.9 might be terrible. Pathfinder is having some trouble also, maybe grid is too big. 1.9 speed.mp4 dude_box.pyromod
  14. Maybe, although my mileage has been in the other direction so far Well testing template interactions, in this case walking, without actual templates is kinda dumb anyway ^^, The only reason I use the actor viewer is to check whether the anims are in sync with the template anyway. If not I adjust the animations until it fits. But I always have a backing template. The only case where I don't care is for idle anims. I don't really use the feature that makes the unit run anyway ^^ with or without template. anim2.mp4 Same code in Atlas than in the game Components are shared between the two. The only problem with atlas is it uses a different GUI. Well first one needs to evaluate the impact, and make sure it doesn't break something else unintentionally ^^"
  15. Well it wouldn't because it uses the template values? Or am I misunderstanding something? The 7 and the 12 are only when you don't have template and you tick the move options, which you do not usually. Most people test things using the play button in atlas anyway. Well you can do that with my patch ^^ Well what the engine needs right now is more threading and maybe stop supporting ARB shaders which might be older than some of 0AD players :X
  16. 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.
  17. 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?
  18. 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
  19. 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...
  20. Can you take a screenshot? And upload userreport.txt please
  21. source/tools/fontbuilder. But maybe @Langbart's new font doesn't support such characters.
  22. 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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