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Everything posted by Stan`
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Yeah submodules are generally a PITA. Mentioned them for the sake of the argument, because I believe more things should be split from the repo, which is not a consensus inside the team see the spoiler in the first post. Relevant links https://wildfiregames.com/forum/topic/16149-git-migration/ [Git] [Step 1] Update autobuild utility for git workflow [Git] [Step 3] Create .gitattributes for Git code repo [Git] [Step 2] Create update.bat to sync windows binaries
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Pro Git Industry standard Co-authoring of commits Submodules? With different access Supported by maintained platforms (Gitlab, Gitea, Github, Bitbucket, Azure Devops) Already used by most (if not all) mods Assuming you want to extract diffs from branches once we have to drop Phabricator because it becomes a security flaw (or doesn't work anymore, currently we need to use hacks on the macOS and Linux VMs for certificates to work. Needs for a VCS for me: Require the least sysadmin possible Be common enough to lower the entry barrier by having resources to use
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Thank you @Norse_Harold for the thorough debugging and thank you Thales for bringing it to our attention. @Langbart maybe something could be added to the FAQ?
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Well Ideally you could complete this section https://trac.wildfiregames.com/#Formodders
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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.
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Well as @Locynaeh told me last week we need moar documentation :P
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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.
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Only for A26.
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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.
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I meant for the CC and gov center.
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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.
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https://www.pureref.com/ Those are only reference, someone needs to create the actual designs
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Here you go. stella_artis.pur
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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
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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
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Well they are not dead yet, cause I'm still around, but I've not made much progress ^^
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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.
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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
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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
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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 ^^"
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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
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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...
