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Stan`

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Everything posted by Stan`

  1. Any particular bugs you encountered ? How much have you played ?
  2. It's not on mod.io yet ^^ Needs to be tested first. Probably terrible for MP though, but that was never the goal of that mod.
  3. Because when you do diff --only it does not attach the diff automatically to the revision You need to do it through that interface.
  4. You can find some of the stats like this https://github.com/0ad/0ad/search?l=XML&q=RATES But basically they are in the ResourceGatherer component of entities
  5. Well it's here https://code.wildfiregames.com/differential/diff/18576/ To update an existing diff you can do arc diff --update DXXXX https://secure.phabricator.com/book/phabricator/article/arcanist_diff/
  6. We use ESLint the config file is there https://trac.wildfiregames.com/browser/ps/trunk/build/arclint/configs/eslintrc.json If you use arcanist it will try to run ESlint. On windows it's a bit of a mess, since you have to npm install eslint in the root folder of 0ad.
  7. You might be interested by https://code.wildfiregames.com/D2382 For the ability to produce other non moving entities see https://code.wildfiregames.com/D2657 https://code.wildfiregames.com/D2658 might also be of interest That's js. You need to change commands.js to create such a command but I suppose it should work yes.
  8. entity_id_t is a C++ type designating an entity of the simulation. It's a unique number used to designate an entity; You can query that entity's components by using Engine.QueryInterface(entity, IID_Component) SYSTEM_ENTITY is a special entity_id_t which points to an entity that works kinda like a singleton
  9. Ah right! Thought the sky was in the PMP. Mostly worried about the terrain textures references which should be in the PMP files.
  10. I know, right? They found some kind of workaround which obviously works halfway. Oh btw Windows is totally hating all the mingw binaries. It keeps looking for viruses in those.
  11. You need to pass -mod=mod and -md=public too else you gonna run into trouble (badly compressed dds for the former som gui texture.xml files are in mod mod and bad animations for the later. Those should be fixable but that's a strange limitation 2^0 is pow of two This one is a disgrace. Mappreview can be fixed easily. Terrain and skies are gonna be a pain though... (Would crash if they are missing iirc)
  12. Well if you create a component that spawn other entities and put it on special map entities you can already do it. (Might have some limitations @Freagarach might know more)
  13. I believe most of the functions are in place on the "low level" code but the cmpVisual interface and CCmpVisualActor.cpp component file don't provide any access to it. I had a patch https://code.wildfiregames.com/D1989
  14. alttab.mp4 Basically the window sticks on top of the desktop while it should go to the background. Relevant issue https://github.com/libsdl-org/SDL/issues/4039 Got a list ? What's the DAE? To convert a model from DAE to PSA you need to have the public mod loaded with the skeletons We changed a lot of stuff in our collada. Most of RDB's fixes are in already. https://trac.wildfiregames.com/ticket/5907 was created for the remaining two. See also the discussion here https://github.com/rdb/fcollada/pull/4
  15. Then no its not currently possible because it requires C++ changes. All the prop handling code is there. The only exception would be the projectile prop point. That is because all the art is purely visual, it has no impact on gameplay whatsoever it's completely decorelated
  16. I suppose you can bookmark the link it gives you when you try to share said post ?
  17. You can already do that using variants in actor files. That's how we switch weapons/gathering tools. That's also how we add garrison flags Also works for health levels in carthaginian buildings. Units meshes have 53 prop points.
  18. Combo better intel drivers + lighter os and optimizations I suppose. I was quite surprised too. If you could upload the binaries somewhere I could compare on Windows.
  19. I suppose they are grouped to facilite unloading. You can get more info about the unit by right clicking on it I believe. As for screenspace might depend on resolution which is still 1024x768 minimum.
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