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Stan`

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

  1. I'd like that as well and I have some nice references but I almost convinced Alexandermb to work on animals @Nescio: the progress bar icon on the top right corner.
  2. Currently it's only for researching for trainees I'd have to write another patch... Wouldn't the storehouses look weird without props when not researching?
  3. You already have it on the screen ? In every actor file
  4. Any idea on what could be done for other buildings? Blacksmith was the easiest (hence the example) but the other I have no idea :/
  5. To use it one needs to add a new group to the actor file. <group> <variant frequency="1" name="Idle"/> <variant frequency="0" name="researching"> <props> ... extra researching props </props> </variant> </group>
  6. @tuk0z Thanks for investing time into looking into those memory issues I'm wondering if we could pinpoint the commit that fixed the issue for you. Also what do you mean the gametime overlay doesn't work?
  7. Glad you figured it out. If you find the offending one, can you upload it here?
  8. What if you play with the options in the top right corner?
  9. @Nescio If the following doesn't work then that's a bug. Usually though it's artists that define projectiles, not gameplay, so it makes sense that it is by default in actor files. Line 68 - 74 of binaries/data/mods/public/simulation/components/Attack.js "<Projectile>" + "<Speed>50.0</Speed>" + "<Spread>2.5</Spread>" + "<ActorName>props/units/weapons/rock_flaming.xml</ActorName>" + "<ImpactActorName>props/units/weapons/rock_explosion.xml</ImpactActorName>" + "<ImpactAnimationLifetime>0.1</ImpactAnimationLifetime>" + "</Projectile>" + l 164-166 "<element name='ActorName' a:help='actor of the projectile animation.'>" + "<text/>" + "</element>" +
  10. You can already do that I believe for both the impact and the projectile.
  11. @Nescio Both of your concerns are valid hence why1) it's not.limited to blacksmith 2) it's not enabled by default
  12. @LordGood Definitely save those showcase for a beautiful demo map <3
  13. @gameboy we need to decide first if that's revealing too much information about the player or if it's a valid reward for scouting.
  14. Well it needs D1958 and night support. Though one could argue you could use the moon light
  15. @LordGood From fireflies to actual fire
  16. I guess I could help you understand some parts
  17. @Mina I think we should try to participate this year as well.
  18. So you will go open source after that, or just open source the code used for said release? Oh, I might actually play the game on this without lag? That's nice!
  19. @tuk0z Aside from the wikipages I linked above not really. If you mean the how I got the values in the last posts, I applied https://code.wildfiregames.com/P187 and tried to measure how often and how much time cost the functions to see if one could perform a few optimisations
  20. Yeah. I also use other stuff for specific functions see.
  21. See EngineProfiling and Profiler2 Yeah I actually read borg's thread, but I'm a bit rusty and wanted to benefit from the women aura
  22. As long as it's under 2MB and fits the purpose whatever looks good.
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