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Posts
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Everything posted by Stan`
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Thank you ! glad you enjoy the mod, and thanks for the screenshots.
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@user1 @Hannibal_Barca Can you give us some input ?
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@feneur Can you do it please ?
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Actually there is. Currently we are redacting the Privacy Policy and the terms of service for it. @Itms and @elexis are on it.
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Entity–component–system (ECS)
Stan` replied to dmzerocold's topic in Game Development & Technical Discussion
So 96% Multithreading → We don't have Navigation Meshes → We don't have Lods → We don't have Advanced Particles → We don't have. Instancing → We don't have -
Can you have been temporarily banned because of the following reasons ? Bad language, Multiple accounts,
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200ms SinglePlayer 500ms Multiplayer Those might increase depending on the game load
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Entity–component–system (ECS)
Stan` replied to dmzerocold's topic in Game Development & Technical Discussion
Well we have a lot of improvements to make -
Well you can change the hotkey by manually editing the config file, switching to a qwerty layout might also work
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Thanks for fixing it.
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Entity–component–system (ECS)
Stan` replied to dmzerocold's topic in Game Development & Technical Discussion
We use an ECS. Each of the object in the game have a bunch of components. A health component, a UnitAI component a sound Component etc. The title of the video is a bit misleading. What they do is optimize the scene on the fly using LODs (Which we don't have and are also Components (One could add that component to every entity and switch meshes on the fly depending on the zoom level)) GL optimizations (which we can't use because of the old opengl version) Multithreading which we only partially have. And finally they optimize stuff for platforms. -
@LordGood Missing file 'art/textures/skins/gaia/cattails.png' referenced by: 'public/art/actors/props/flora/cattails.xml'
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we need a WARHAMMER / 40k/ age sigmar mod
Stan` replied to Tallestdavid's topic in General Discussion
No, I know that we won't be able to fix everything that one might want. But asking is the first step. Then you can't blame people for not telling you. -
we need a WARHAMMER / 40k/ age sigmar mod
Stan` replied to Tallestdavid's topic in General Discussion
Would you mind to elaborate on the circumstances you'd like to see changing ? -
Its okay Glad you solved it !
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Oh okay, sorry about that. You can still ask questions here then we'll do our best to answer them.
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we need a WARHAMMER / 40k/ age sigmar mod
Stan` replied to Tallestdavid's topic in General Discussion
I don't know if @(-_-) still plans to work on the feature https://code.wildfiregames.com/D1642 You can compile it yourself in the meantime to test things for your mod -
@ramtzok1 Btw how did it go with the Fork AD developers did you get answer for all your questions ?
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Can you attach you mod to this topic ? I might have an idea when looking at the code. Maybe it's just a folder name mismatch
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The first step would be to look the interestinglog.html file in %localappdata%/0ad/logs and see whats the root cause
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The object is used but I haven't found any use of the height property. It just sets the value.
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That's different. Elevation bonus just adds more range to the tower. The fact that it isn't taken into account in the visualization is a bug ret.attack[type].elevationAdaptedRange = Math.sqrt(ret.attack[type].maxRange * (2 * ret.attack[type].elevationBonus + ret.attack[type].maxRange)); Just had a look. It would seem that the height property of the footprint isn't used anywhere. So it's basically useless. @bb_ can you confirm ? EDIT: I was wrong
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Have you considered moving to Unreal Engine?
Stan` replied to Sebastián Gómez's topic in General Discussion
Yeah. That would suck though. Pyrogenesis is not that bad. -
6x6 footprint would be 24x24 7x7 footprint would be 28x28 I guess 7x7 makes sense. Actually you can't see the height footprint. It's something different. So height seems to only be used to define guarding and whether a projectile will hit the structure.
