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Everything posted by Stan`
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Makes sense. I guess in this case capturing/converting should change the actor template to a not wild equivalent. Pushing this a bit, it could be used to turn units to slaves. They should somehow retain their identity though, In case they are converted back.
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Yes, they are not "wild" anymore.
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Well the only "purpose" I can see is the animals' relative autonomy. But yeah, as long as they are yours and not Gaia's I don't see the point either. Here is what the "somewhat" outdated design document say about animals : Entities Nature Fauna Entities Nature Fauna Herd Entities Nature Fauna Hunt Entities Nature Fauna Cosmetic According to these, It would make sense to be able to capture animals and order them to get into the corral. See also #1907 (Side note: @Nescio they give a bit more information about the animals than the animal thread, maybe you can guess the missing specific names from there ?)
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I'm not sure. What would be realistic is to have a herding unit which when in range would allow you to control units in his rangebut thatsounds like too much micro
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Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
That's ragdolls and we don't have that feature in the engine Else we would not need death animations at all -
I think he was talking about big tiger's mod
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Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
Could be done but it'shard to switch death variants depending on what killed a unit. -
Yeah it should be fixed when @wraitii commits his patches
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Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
Critical damage ? -
Sure. Let me know if you need any help
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The disabling TLS fix If you really want to help us get to the bottom of the crashes you are experiencing you could 1. Clone the dev version at the A23 revision 2. Install Visual Studio 2013 3. Update workspaces in build/workspaces/ 4. Build the game (Optionnal but recommended) 5. Launch every game you play through visual studio and give us the call stacks every time the game crashes Maybe it's a stupid bug that can be fixed.
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Too bad I have too much things to do. Maybe @LordGood would like to do it
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Running, charging, stamina and stances (with a bit of formations)
Stan` replied to Karamel's topic in General Discussion
Also I believe that Hyrule Conquest has a shockwave effect. See the video in the thread here -
So I tried to see if it could work. As expected repository version is out of date, and crashes. Trying the compilation route instead, with the SVN version. Compilation... okay Use: $ sudo apt-get install build-essential libboost-dev libboost-filesystem-dev \ libcurl4-gnutls-dev libenet-dev libgloox-dev libicu-dev \ libminiupnpc-dev libnspr4-dev libnvtt-dev libogg-dev libopenal-dev \ libpng-dev libsdl2-dev libvorbis-dev libwxgtk3.0-dev libxcursor-dev \ libxml2-dev subversion zlib1g-dev You'll need to install Cmake if you use the built-in NVTT. $ apt install cmake If you want to be able to build you will need to use a swap file, especially if you want to use multiple threads. Else you'll get c++ internal compiler error killed (program cc1plus) raspberry pi To do so (You'll need to do it at every restart): $ sudo dd if=/dev/zero of=/swapfile1GB bs=1M count=1024 $ sudo mkswap /swapfile1GB $ sudo chmod 0600 /swapfile1G $ sudo swapon /swapfile1GB Lib-sodium is outdated so you'll need to build it yourself. To do so: $ wget "https://download.libsodium.org/libsodium/releases/libsodium-1.0.16.tar.gz" $ tar xfvz libsodium-1.0.16.tar.gz $ cd libsodium-1.0.16/ $ ./configure $ make $ make install In my case it wasn't detected after building 0ad so I had to add $ sudo ldconfig After that the game will run. If you use the default drivers you will get a warning. I tried with the two others, but there is no difference between the last two. The game will segfault in the matchmaking window, before reaching it Here is the trace in GDB: @fabio It would seem the option renderpath = fixed Should be removed from the game. You have to carefully disable all the options or it will crash the game on other platforms, and it's incredibly slower than the rest. nos3tc = true Didn't seem to have any influence (maybe the game crashed more easily), but I guess i would only have seen it in the game. Atlas doesn't load either, and send a huge number of warnings in the background. It would seem to be a memory issue, but since it works with under 512MB Ram when not in the game I guess something else is at work here. I'll try with SM45 to see if it fixes it.
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Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
To go back to the topic question "Are there balancing changes planned for A 24?" Yes there are balancing changes planned. @borg- Can you make a version of your mod compatible with SVN ? -
@Bruce Fleming If that fixed your issue please tell us, also attaching the files would be nice If you are on windows they are in '%localappdata%\0ad\logs\'
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Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
I'm not sure that's better. It's like removing game features because they don't work as expected instead of fixing them. If you push it hard enough it's like saying we should remove the graphics engine because it doesn't work on some platforms -
Updated. This way the students from the graphics school will have more choice
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Only the duplicate There is still Nescio's I just reused the boar animations So it makes sense. Thanks a lot !
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Hello, and welcome to the forums. Hope you'll enjoy your stay.
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Lion and Lioness are not up to the game standard. Pig was reported to have unrealistic animations Muskox still needs animations Removed geese and peafowl Removed flamingo Removed ostrich
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@Nescio, will add them, do you have specific names for the current list ? So that we do not have to look them up afterwards.
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Code files - Pathfinding
Stan` replied to coworotel's topic in Game Development & Technical Discussion
Well they all contain pathfinder in the name so they should be easy to find in source/simulation2/- 2 replies
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Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
Sure, and I believe updating the design document to the current state of the game is the first step, though the biggest part is yet to come after that. Well most of the active devs are more on the engine part of the game than the game itself. We are cleaning the code up and updating the pathfinder which are needed maintenance task but only visible to the player through performance improvements. Sure but those qualifications are based on selection, and selection usually takes place when you have the choice So most of the time we are not adding new "game devs", we are only adding "devs" because we need them for the engine. Yeah but internal testers are usually people hired to use the dev version. Most of the mod players don't even know there is a dev version, and even fewer know how to compile it and use it. Depending on the platform it's even more complicated for non technical people. Sorry when I said stacking I meant that over the years the rmgen code had been added without much consideration about the overall architecture, which is why it ended up biting us before @elexis started to rewrite it. So when adding new features such as the growing and the fattening, the person reviewing the code has to make sure we aren't adding spaghetti code that while being functionnal, might be a big bottleneck in the future. That's right I guess we could be more useful Well I don't think there are much rts games with that many factions Also I disagree on the AOE clone because we are free an open source. It's like saying you don't need blender to exist because you have 3DSmax We do have a bunch of features AOE didn't have though, like territories for instance. That's an issue for me. I just don't have the time which sucks.
