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Stan`

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

  1. Hey thanks for the analysis ! If you did manage to optimise our functions can you drop git diffs of the code you touched ? Maybe there is still little optimizations we can benefit from As for the JS engine we won't change it anytime soon however we plan to upgrade it to a more recent and hopefully faster version. Maybe @Itms can pull up a branch with Spidermonkey 45 (Here you are using 38) for you to run some profiling on. I don't think using debug symbols for Spidermonkey would help you find the bottleneck source though I'd bet it's in the interaction of UnitMotion and UnitAI. Maybe @wraitii or @Itms know more about it. What are your plans after this ? Let us know if there is anything we can do.
  2. I used borg's mod for testing With this tech {  "genericName": "Flaming Arrows", "description": "Equip your towers with flaming arrows.", "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 50}, "requirements": { "all": [{ "tech": "phase_town" }] }, "requirementsTooltip": "Unlocked in town Phase.", "icon": "fire_arrows.png", "researchTime": 40, "tooltip": "Towers gain bonus against ships.", "modifications": [{ "value": "Attack/Ranged/Bonuses/Bonus1/Multiplier", "add": 5.0 }], "affects": ["StoneTower"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml"} In the tower <Attack> <Ranged> <Pierce>12</Pierce> <MaxRange>72</MaxRange> <MinRange>10</MinRange> <ElevationBonus>15</ElevationBonus> <Bonuses> <Bonus1> <Classes>Ship</Classes> <Multiplier>2.0</Multiplier> </Bonus1> </Bonuses> </Ranged> </Attack>
  3. I tried something similar but it didn't work. Can you try borg ?:)
  4. Well, @Feldfeld had a patch to display counter stats, but for some reason it doesn't work with my patch... Maybe he can update it.
  5. I thinks that if bonfires are used they should be visible by all players
  6. Yes it gets overwritten each time you start the game... Next time it happens can you upload it ?
  7. @Alexandermb 1 - Also it would save the number of time you used the same back shield 3 - The texture are fine but I expect that paint over wood be smooth if done properly
  8. By normal I mean a known error or a known warning.
  9. @Victor Rossi plz make another install background for 0 AD on Mac XD
  10. That's up to Genava55 to decide. But he pretty much covered it in his thread.
  11. Okay so this is clearly awesome. However I have some concerns. 1. Are those all on the same texture ? We can't possibly add that many individual textures. 2. Do all of these use player color ? 3. They look very good from the distance but up close the painted wood doesn't look so good. Do you think you can make it look like the prom thureos shield paint ? Also one of the great advantages of having them in a texture atlas aside from performance is it would allow to add shield props more easily do you plan to delete the shield WikitMaker uses as is profile pic ? I really liked it.
  12. https://code.wildfiregames.com/D1758 That's a different one but yeah I can add that to the list.
  13. See first post for my current task list.
  14. That's true. If the person is motivated to make more maybe we can find a way to use it
  15. @LordGood Shingle roof. Do you have a decal I could use there is nothing in the game.
  16. For it to be added in the modding guide, it would need to be in English.
  17. @borg- @wowgetoffyourcellphone There you go https://code.wildfiregames.com/D1782
  18. Basically Shields topic Helmet topic weapon topic prop topic should be fine.
  19. Could use the committing of those shields as an occasion to correct not historical shields
  20. I guess it's because grid is cpp while footprint is js but it can certainly be done.
  21. @Mina unfortunately our application was not accepted. They were pretty vague as to why they just said they had too many applications.
  22. @feneur Can you lift the post limit of @mvandemar please ?
  23. Well you should be able to load a quicksave from the menu
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