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Everything posted by Stan`
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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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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
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Currently anything that isn't on the ground should not be a prop.
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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.
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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.
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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.
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What were you dealing with exactly? How's life on the other side of the BARrier btw?
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It is which is why you can't rejoin with AIs
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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.
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My point was my faith in the people making this community. I'm idealist Locking this thread.
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Political discussions alway tend to digress and turn into a fight but if this discussion continues to be insulting and demeaning I will close it.
