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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Close to RC. Launch, depends on whether it works or not ^^
  2. Hey everyone, Thank you for taking the time to vote! I have decided to go with Agni, as Vulcan really felt bland and I think 0 A.D. deserves better. It also starts with an A, which is a lucky coincidence, but I don't want it to be binding, so we'll see what will happen for the next alpha.
  3. You're using Vulkan but the mod 0ad-spirv isn't loaded.
  4. You could try this: Replace in Resistance.js Resistance.prototype.Schema = "<a:help>Controls the damage resistance of the unit.</a:help>" + "<a:example>" + "<Foundation>" + "<Damage>" + "<Hack>10.0</Hack>" + "<Pierce>0.0</Pierce>" + "<Crush>5.0</Crush>" + "</Damage>" + "<Capture>10</Capture>" + "</Foundation>" + "<Entity>" + "<Damage>" + "<Poison>5</Poison>" + "</Damage>" + "</Entity>" + "</a:example>" + "<zeroOrMore>" + "<choice>" + "<element name='Foundation' a:help='Resistance of an unfinished structure (i.e. a foundation).'>" + Resistance.prototype.BuildResistanceSchema() + "</element>" + "<element name='Entity' a:help='Resistance of an entity.'>" + Resistance.prototype.BuildResistanceSchema() + "</element>" + "</choice>" + "</zeroOrMore>"; By Resistance.prototype.Schema = "<a:help>Controls the damage resistance of the unit.</a:help>" + "<a:example>" + "<Foundation>" + "<Damage>" + "<Hack>10.0</Hack>" + "<Pierce>0.0</Pierce>" + "<Crush>5.0</Crush>" + "</Damage>" + "<Capture>10</Capture>" + "</Foundation>" + "<Entity>" + "<Damage>" + "<Poison>5</Poison>" + "</Damage>" + "</Entity>" + "<MaxAttackers>2</MaxAttackers>" + "</a:example>" + "<zeroOrMore>" + "<choice>" + "<element name='Foundation' a:help='Resistance of an unfinished structure (i.e. a foundation).'>" + Resistance.prototype.BuildResistanceSchema() + "</element>" + "<element name='Entity' a:help='Resistance of an entity.'>" + Resistance.prototype.BuildResistanceSchema() + "</element>" + "</choice>" + "</zeroOrMore>" "<optional>" + "<element name='MaxAttackers' a:help='The max number of attackers the units can have at a given time.'>" + "<ref name='nonNegativeDecimal'/>" + "</element>" + "</optional>" +; And /** * @param {number} attacker - The entity ID of the attacker to add. * @return {boolean} - Whether the attacker was added sucessfully. */ Resistance.prototype.AddAttacker = function(attacker) { if (this.attackers.has(attacker)) return false; this.attackers.add(attacker); return true; }; by /** * @param {number} attacker - The entity ID of the attacker to add. * @return {boolean} - Whether the attacker was added sucessfully. */ Resistance.prototype.AddAttacker = function(attacker) { if (this.attackers.has(attacker) || (this.template.MaxAttackers && (this.attackers.length >= (+this.template.MaxAttackers)))) return false; this.attackers.add(attacker); return true; }; The a:example, shows you how to use it. Basically add MaxAttackers at the end of the Resistance component.
  5. That's sounds like a generally good idea, but wouldn't people call that lag because their units do not obey them anymore? In most RPG games, units have circles, that define whether they are allowed to attack you. A bit like covalence rings, there can only be up to n enemies in each ring Battle Circle AI: Let Your Player Feel Like They're Fighting Lots of Enemies (tutsplus.com) @Freagarach added a notion of attackers in Resistance.js 0ad/binaries at master ยท 0ad/0ad (github.com) It's mostly used to notifiy people that their target is dead or that they are already attacking it, but I suppose it could be extended, to deny units attacking an oversolicited unit. Question is how many units per single, and whether one should take classes into account (10 archers, but no melee units attacking someone would be weird, wouldn't it)
  6. Does challonge support visualizing something like this?
  7. If you upgraded the game and had mods in the previous version(s) that would happen.
  8. A hash is non reversible. (That's kind of the point) So you wouldn't be able to use hashed IPs for anything else than comparison with other hashed IP. You could cipher it, but you'd have to send the password to everyone that needs it. Hashing it or not logging it would achieve the same result, though.
  9. Do you use the development version? If not you cannot use vulkan. You need to have the mod enabled at all time if not the game won't even work. You can run the game from command line to make sure the mods are loaded properly. pyrogenesis.exe -mod=mod -mod=public -mod=0ad-spirv -mod=delenda_est -conf:rendererbackend:vulkan
  10. Assuming you are the same person that talked to me on instagram, the problem is now resolved. The version that was downloaded was the x64 and not the aarch64, The package had to be approved because of the lack of the signature. There was a corruption of the installation, that was fixed by reinstalling Hope you'll have fun with the game.
  11. Did you download the M1 version or the Intel one ? There are two versions on the website
  12. I'm sorry I still don't get it. Why do we have -windowHeight? I don't think it's calculated in realtime, but rather when it's used to actually attack. You should see most (if not all) occurrences of that value usage here https://code.wildfiregames.com/D2016
  13. Dropdown menu might be missing some decorations.
  14. People might complain/be confused about not being able to gather it. It happened before. Maybe, yeah. Removing some lines might break some models so one has to be careful. Fun fact the game actually automatically patches those files.
  15. My Blender addon to import assets and their textures does that.
  16. Bit annoying to have to clone the game's entire folder to run the CI...
  17. I think it was for the validation script (entvalidate.py) to be able to run. Not sure why @wraitii added the js files though.
  18. Getting a bit tired of that argument, but for the sake of it they do have an elevation bonus. (And it's easy to check) trac:template_unit_cavalry_ranged_archer.xml#L17 trac:template_unit_champion_infantry_archer.xml#L17 Why?
  19. Hmm. I suppose the point of the extra component is to mimic the behavior you would have with visible garrison (aka turrets). This way a tower would/could shoot as far as a unit on a wall next to it. Does that make sense?
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