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Stan`

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

  1. <slottable> <templates> fndn|athen_civ_center wrld_settlement </templates> <destroyedwhenreplaced>true</destroyedwhenreplaced> // If not when the building is destroyed, it will be replaced by the original thing <neutralwhenbuilt>true</neutralwhenbuilt> // Set the ownership to gaia unless we have a specific player or find a way not to be attackable <indestructiblewhenbuilt>true</indestructiblewhenbuilt> // Should probably not be there. </slottable> <slottable> <buildingClasses> Civic+Center </buildingClasses> <destroyedwhenreplaced>true</destroyedwhenreplaced> // If not when the building is destroyed, it will be replaced by the original thing <neutralwhenbuilt>true</neutralwhenbuilt> // Set the ownership to gaia unless we have a specific player or find a way not to be attackable <indestructiblewhenbuilt>true</indestructiblewhenbuilt> // Should probably not be there. </slottable>
  2. Are you familiar with C++ code ? https://github.com/0ad/0ad/blob/b0bdd664a5597430b5b6e4c99e93ff445d31912d/source/soundmanager/SoundManager.cpp #define SOURCE_NUM 64 That means we can at maximum play 64 sounds at the same time. Thirty units moving takes half that, plus the voices, plus maybe the attacking sounds. There isn't a check that prevents too much identical sounds from playing at the same time so that would have to be added. Sounds execution are defined in the actor or variant files respectively at: binaries/data/mods/public/art/actors and binaries/data/mods/public/art/variants Doesn't matter much as long as it's either better than what we have, or if we do not have it.
  3. Tweaking build_restrictions.js and adding that component might work
  4. Maybe Slottable like Capturable ?
  5. Yes, I just did. @Alexandermb Can you fix the missing heads, they are refering to old heads that have been remove since then. The maps should be edited as treasures have been moved. @Angen If you want to make pull requests... For screenshots, I'm not really good so I'd rather someone else did it.
  6. @Trinketos Treasures templates were moved, you'll have to edit the map XML file as needed. You are also referencing chin objects there which you shouldn't.
  7. Yes, by all means if you can put order into the mess that this folder is, please go ahead. Remember though to use SVN move, because we want to keep the file history. It'd be nice to have actors (XML files) separated from sounds (OGG Files) I haven't got around it yet, but for the next release I'd like us to have location specific ambient sounds (Currently it's one looping bird sound all over the place) and walking sounds functionnal (It works, but it will fill all the buffers quickly making the buffers distorted) If you have any question about how things work that you haven't answered, I'll do my best to help you .
  8. I hope so too ! Any news on the Kushite Soundtrack ? We definitely need someone more active in that area
  9. Well, imagine that fonts (TTF files) are vector images that you can stretch as much as you want, what we do for the game is take a specific resolution, print it all on a png file, and use that everywhere. So it's good for the initial size, but not so good when scaling (might become blurry) Probably not as it's not a QHD monitor. But even then you shouldn't encounter that kind of bugs. It seems to have occured because something broke in the menu. Maybe some incorrect technology.
  10. Hey @Samulis, and welcome to the forums. If you haven't already I'd suggest you get in contact with @OmriLahav as well as he will be the one to review your contributions too. We can provide general advice and commit your sounds too, but I like to have his precious feedback beforehand. Also you will have to sign the legal waiver if you haven't already. Keep the good contributions coming, and make the game better, and you'll probably have the position in some time EDIT : Ah well forget the part with Omri then, as you already are in touch with him
  11. Did you use clean_worskpaces.sh and update_workspaces.sh before building ? Sometimes there are some leftovers.
  12. Those are the images generated from fonts we use to display text in the game. This should be replaced by direct font loading at some point, to allow for smoother fonts on higher resolutions.
  13. Forums, lobby messages, irclogs, lobby IPs list of contributors screen messages and anything people share with us.
  14. I wanted to make animated blood. Basically a stretching plane using four bones and a decal or some kind of trick. For animals we could use death texture variants like the sheep for units too like medieval total war
  15. @Genava55 Might be a weird question but since you mentioned the Rome I mod having traitors in their ranks if I might say can you tell us a bit more about your references ? Maybe you could put up a thread with all the incorrectness of the current Celtic factions with screenshots saying what is innacurate ? Also maybe update the design document for those civ and give some way of improvements.What do you think ? i love those endless discussions about history but I also like productive talking here in the form of making 0AD better.
  16. @wackyserious Part of my change was reverted, so that's "normal"
  17. Well now you have a no blood mod. I could upload it to mod.io, but that's work. Kushites add blood, some, not all units like chariots, and animals had it, so I unified everything to have it.
  18. Hello @Free and welcome to the forums ! Glad you want to share the game with your children. The aim of the game is to entertain while teaching some history. There is very serious research behind the civilizations, as you can see by the work @Sundiata conducted very recently, and that work also go towards voices. I don't consider units speaking some modern language a good way to respect historical accuracy, as most of the languages that are spoken now are different, and can't possibly represent the faction they can be assigned to. Making Zapotecs speak English is just plain nonsense. If you really want this to happen, you can record voices for every civilization in the languages you want which should cover a few simple sentences you can find here https://trac.wildfiregames.com/wiki/Audio_Voice_List That could make a great mod and we encourage you to do so. Here is a small mod that disables blood from the game entirely. Just drag and drop it on the 0 A.D. executable, or double click on it if you have them already bound to the game. I made it a few minutes ago, so there might be some left overs as it's a few hundred files to check but it should clear 99% of the blood. no-blood-and-gore-mod.pyromod The previous did not consistently have blood because of the great number of iterations and the lack of variants.
  19. That's because the Alpha texture slightly alters the color, because it has details of its own, and maybe a color of its own.
  20. I guess that settles it. Any ideas for a more generic name ? Or does it fit being extended to other objects ? function Settlement() {} Settlement.prototype.Schema = "<empty/>"; Engine.RegisterComponentType(IID_Settlement, "Settlement", Settlement); /* * TODO: the vague plan is that this should keep track of who currently owns the settlement, * and some other code can detect this (or get notified of changes) when it needs to. * A civcenter's BuildRestrictions component will see that it's being built on this settlement, * call MoveOutOfWorld on us (so we're invisible and only the building is visible/selectable), * tell us that its player owns us, and move us back into our original position when the building * is destroyed. Don't know if that's a sensible plan, though. */ EDIT : It should be in Build Restrictions actually function BuildRestrictions() {} BuildRestrictions.prototype.Schema = "<element name='PlacementType'>" + "<choice>" + "<value>standard</value>" + "<value>settlement</value>" + "</choice>" + // TODO: add special types for fields, docks, walls "</element>" + "<element name='Territory'>" + "<choice>" + "<value>all</value>" + "<value>allied</value>" + "</choice>" + "</element>" + "<optional>" + "<element name='Category'>" + "<choice>" + "<value>CivilCentre</value>" + "<value>House</value>" + "<value>ScoutTower</value>" + "<value>Farmstead</value>" + "<value>Market</value>" + "<value>Barracks</value>" + "<value>Dock</value>" + "<value>Fortress</value>" + "<value>Field</value>" + "<value>Special</value>" + "</choice>" + "</element>" + "</optional>"; // TODO: add phases, prerequisites, etc /* * TODO: the vague plan for Category is to add some BuildLimitManager which * specifies the limit per category, and which can determine whether you're * allowed to build more (based on the number in total / per territory / per * civ center as appropriate) */ /* * TODO: the vague plan for PlacementType is that it may restrict the locations * and orientations of new construction work (e.g. civ centers must be on settlements, * docks must be on shores), which affects the UI and the build permissions */ Engine.RegisterComponentType(IID_BuildRestrictions, "BuildRestrictions", BuildRestrictions);
  21. I'm gonna need this too for my own mod. I'm going through all the previous alphas to see if it was ever done.
  22. Yeah I'm counting on that.
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