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Everything posted by Stan`
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You are welcome. Happy modding.
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Hey Exodarion, As you probably know our lead and only AI Dev went to make a fork of the game called Fork AD 9001. That's why your best bet is to go on their IRC channel to discuss the matter with @mimo. Unless of course he decides to answer you here You can a find link to their freenode server here Thanks for your outstanding work on Hyrule Conquest.
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Anti aliasing for trees
Stan` replied to Sundiata's topic in Game Development & Technical Discussion
Unlikely on Mac -
Anti aliasing for trees
Stan` replied to Sundiata's topic in Game Development & Technical Discussion
@Sundiata Okay. So ReShade is an external software (Windows only AFAIK (Linux with trickery)) that injects Shaders (Postprocessing effects if you will, so basically the game computes an image Shaders change it by applying different kind of filters) into the computer memory to alter the game display. AFAIK no one has tried to take their shaders and put it into our game. So you'd need someone to do that first. And secondly someone else from the team to review that. -
Anti aliasing for trees
Stan` replied to Sundiata's topic in Game Development & Technical Discussion
Siramods ? Probably nothing got reviewed so nothing got committed Thats because Aeonios patches are too big to be committed as is -
Thank you m8te Now it's complete
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That would be USA textures Rifle Textures Shooting Walking and other animations and maybe particle textures
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Does theater works as a generic name or does it have to be assembly of princes which seem more related to the event than to the building
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@Genava55 I'll go with Remogantion if it's the most correct.
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Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Maybe you are right I just remember they were removed. https://code.wildfiregames.com/rP20657 https://code.wildfiregames.com/rP20351 -
@Genava55 Specific name for the theatron ?
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That's the idea. But until all that is reviewed and figured out I don't expect much...
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Do you have any crashlog.txt or crashlog.dmp in %localappdata%\0ad\logs ?
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No such guys right now :/ Nobody in the team is actively working on balancing, but you guys know that right ?
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Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
I believe those have a very bad performance impact. Weren't all those spread operators removed ? -
To be honest it's because I don't play the game enough to have a say in balancing.
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What are you trying to pull off with the IRS documents ?
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Well you can find a few rocks in my eyecandy mod m8te https://github.com/0ADMods/eyecandy
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Hello sorry for the inconvenience. You have two options a) Download this fixed bundle (Please let me know if you do so) https://www.mediafire.com/file/00lxxtdmsu64nrs/0ad-0.0.23b-alpha-osx64.dmg/file b) In the game options lobby tab disable TLS encryption.
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Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Sure. The question being would it save time in the future to modders and game programmers that they are separated. I think it would be pretty straightforward to look into the schemas for XML schemas, but some people might disagree. But the thing is the only thing they could oppose is that they like to have mixed code types, which as you stated is an antipattern. In theory yes, however XSD would come with other requirements https://www.w3schools.com/xml/schema_example.asp Also, that would mean we'd have to add it to every template block like Identity which seems a bit unproductive. -
Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
I'm not sure that's even an argument. I'd rather be comparing two XML files than a JavaScript file and an XML file. Luckily enough our schemas are defined at the top of the file. Moving seems like a pretty good idea then. I'm actually not sure. However, if one defines a broken Schema in JavaScript files, (I guess CPP too but I haven't tried) you'll get an error when you start Atlas. I actually found a work around for that. Maybe it's dirty, but with some refinement it could work properly. ResourceSupply.prototype.Schema = Engine.ReadFile("simulation/components/schemas/ResourceSupply.xml").replace("Resources.BuildChoicesSchema(true, true)", Resources.BuildChoicesSchema(true, true)); Changing parameters here sounds a bit tricky, but I guess one could come up with a way to define a special string which would cover different options. JavascriptObject;JavascriptFunction;Param1;Param2; etc and make a parsing function for it in utils. https://stackoverflow.com/questions/4116608/pass-unknown-number-of-arguments-into-javascript-function -
Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Maybe but templates are XML so examples should be XML.