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Stan`

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

  1. Let's assume I want to make a campaign for 0 A.D. I have several missions, with different objectives, and I might want to have the same mine model with different values of resources, to simulate for example a mine being nearly empty, or one being extra full. Currently there is only one way to go about that. Make XML templates. If I could affect the templates resource amount by script, I would only need on template for a normal, a depleted, and an extra full mine.
  2. How many things have you planned to do exactly ? :P This is an awesome list you have so far ! On that topic there will probably be a timeout needed, cause you might just have crashed, or lost your connection because you idiot brother disconnected the cable :) Well it would be easier than to create custom templates for it ^^
  3. Nah, I saw more like a special tree in the middle of the forest, that spawns other trees when forest starts being empty. https://trac.wildfiregames.com/ticket/1973
  4. We'll have them at some point. The good news is thanks to sanderd we support damaging building (making flame props appear here and there) so once units start throwing torches, building will be able to catch fire, with a little work from the art dpt.
  5. Not in a clean way. The only exemple of such a thing would be slaughter and it's a whole new type of attack all together with its own stats. That means to add attack_building there is a lot of code that has to be changed. Also UnitAI a 6000 lines js file.
  6. Likely doable once secondary attacks are in. *points at bb_*
  7. Unreachable goats... I can see the bug reports waves coming from here...
  8. That's because you underuse the engine
  9. I figured it out I think. A lot of companies put my documents folders inside a network drive so that they are shared on various computers. Sometimes it's the whole thing sometimes it's a backup. Anyway what must have happened is the game has tried to write some stuff in the network drive failed and crashed. A solution to this would be to pass -writableroot to the exe file so that it uses local folders instead of the system ones. Another solution is something I hope to do in the future (it's in the works) is to get portable apps to package our game so you can have the game on an USB thumb drive
  10. I don't need those fixes If you want some you should probably fix the archive builder
  11. Apparently it works now that the network is back so... Needsinfo.
  12. Question is, have they ever worked (In packaged mods), If not it will be harder to find what broke their support. @wackyserious @Alexandermb @niektb @Lion.Kanzen @Sundiata @balduin @asterix Can you guys try the mods please ?
  13. I will I thought I had actually EDIT: @wraitii https://github.com/StanleySweet/0AD-Actor-Viewer
  14. I like the ideas of growable things, which would basically be a unit evolving into another after a variable amount of time. Could work for trees too. Might be a nice js component
  15. Okay but how does that work out for the game though ? We can't decently have three units trainable per animal in corrals for instance can we ? So it only makes sense from a wild animal point of view, in which case that's fine.
  16. Yeah. I think too much in term of game contents where it will make no difference unless we create one template per type.
  17. @elexis any idea what could crash the network code in case of no connection? Crashlog.txt and Crashlog.dmp. If you are concerned about your privacy you can send it to me via PM
  18. Uh the game shouldn't crash if you have no network connection. If you are on Windows can you upload the crashlogs and crashdump ?
  19. Exploiting an open source project bugs to make money. How cool is that
  20. I don't think it works either when in an uncompressed archive. I'm not able to figure out the code just yet. Yeah that's annoying and it only crashes on Windows. Adding a try catch doesn't work either else it'd be easy to check if it succeeded and if not copy the original file instead. Indeed. I am planning to fix that once I'm sure I'm doing things correctly ^^ Are you saying I'm not competent at programming ? (Just kidding) Yeah it's a PITA. It works better on Linux though. It doesn't crash at least. Can't say much about the result hence the RC filed. As too committing the package_mod to the main repository it would be completely redundant with the public mod... I could move the files out of public and ask people to commit there but then it would be a pain for devs I need to create tickets for (Some are done already) a few things naming namingly : - The game not using XMB files (faster XML files for everything) I believe that's a is bug. But it could be a limitation. The main point of only using XMB would be to reduce the size by more than 10% for files that shouldn't be in releases. Also let's say you want to make a mod that doesn't share it's templates you would be able to. Adding a command line option should be pretty straightforward. - Adding a ending message saying the build was finished - Finding a way to debug correctly on Windows so you don't have to rely on tools. - Fixing the freaking annoying crashes with daes in Fcollada on Windows. On Linux it doesn't even crash or care. Especially since there is no way I found to catch them. Using try {} catch (...) doesn't work. - Passing paths is messy and will change depending on your OS. So a file using binaries\Data\mods\whatever will not work on Linux. - Allowing mods to not copy their dependencies. Currently the entire skeletons folder will be copied over from the package mod to the destination pyromods which is lame. So maybe an argument like -packaging-mod - Pyromods don't copy to their destination if they are on a different file system. This is a pain for me on Linux because my repo is on an NTFS drive. - Pyromods do not replace existing ones. At least not that I can see. - It's totally dumb to have to extract the mod.json while keeping it in the archive. - It's also dumb to have to put them in specific folders. The game should just use the zip name.
  21. Yeah cows could definitely use horns. With male and female variants. I don't know how bells were common but if they were itd be nice to have them. Ah and also collars with player color when convert unit is implemented
  22. I mean for instance setting the stone slab to give 6000 instead of whatever the default is. Glad to hear that. If you haven't already look at @Pyrophorus's work
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