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Stan`

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Everything posted by Stan`

  1. No sorry busy day ^^"
  2. Can you push it in the branch of the mod git so I can take a look tomorrow ?
  3. Could be macs overheating, if you have adapters you could try to play with ethernet cables. I have seen wifi problems with macs before:
  4. if (msg.ent === this.entity) this.UpdateColor(); I meant doing this in OnGlobalOwnershipChanged the global functions are called for every unit anytime anything changes. It's a bit better than OnUpdate but it still isn't great for performance. I suppose it triggers one of the global functions and causes the old buildings to reupdate. I didn't know you were using wals, there might be something different in Wall.js or Wallset.js
  5. You can filter the entity // msg data is {"entity": ent, "from": playerId, "to": playerId}
  6. You can't since you cannot reach that screen. You can disable persistent match settings or delete the matchsettings file too. i wonder if enabling a mod might work too
  7. You can download the files from the repository https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/cursors change them, and put them in a mod of your own.
  8. That's because the mines don't have the same name. You need to look for "ore" or "rock"
  9. The preplaced buildings probably work because they down change ownership when they are being skirmish replaced.
  10. Usually that's why we have a call on Ownershipchanged but maybe there is a message we're not listening to
  11. The error means it cannot find the owner, (probably cause it doesn't have one) It's this code that fails: const color = QueryOwnerInterface(this.entity, IID_Player).GetColor(); cmpVisual.SetVariable("colorr", color.r); cmpVisual.SetVariable("colorg", color.g); cmpVisual.SetVariable("colorb", color.b); You can replace it with const cmpPlayer = QueryOwnerInterface(this.entity, IID_Player); if (cmpPlayer) { const color = cmpPlayer.GetColor(); cmpVisual.SetVariable("colorr", color.r); cmpVisual.SetVariable("colorg", color.g); cmpVisual.SetVariable("colorb", color.b); } but then since it cannot find the player it will not set the color
  12. Weird because the second one is correct The first one registers a new interface for the engine. So it should never be called outside of the first initialisation of the component in the js file (Although you could create runtime components for nefarious purposes, I would advise against it) If the first one doesn't work, it means that whatever is calling that code doesn't have that component attached, which could mean the template is invalid.
  13. Well like anything it depends. Would need to be profiled. @wraitii had an optimization for the range manager here https://code.wildfiregames.com/D5022 not sure what it's worth.
  14. Stan`

    CPU Lag

    This one https://code.wildfiregames.com/D5006 Wraitii had a bunch of performance patches that might be worth looking at https://code.wildfiregames.com/search/query/1SOtiSQV9ik8/#R
  15. Stan`

    CPU Lag

    Just a quick note another big performance improvement in A27 will be with the removal of spectre and meltdown mitigations in spidermonkey which slow considerably the js execution. wraitii did a few other improvements iirc but not sure which got it and which got reverted. The one about messages could potentially be good if it worked ^^"
  16. It's okay. Perserverance is all you need Regarding your interrogation I think by default everything is INVALID_PLAYER = -1 You might also print this.entity so you know which is which. Ideally in one statement warn("entity: " + this.entity + " Owner: " + cmpFoundationOwnership.GetOwner()); Or use string interpolation warn(`entity: ${this.entity} Owner: ${cmpFoundationOwnership.GetOwner()}`); Maybe we forgot the edge case of QueryOwnerInterface not having an actual player
  17. Well ent is not defined, and your setting the player to itself ^^ so it wouldn't change much
  18. It's done in the foundation.js component. Basically your building goes through 3 filters preview| foundation| and nothing
  19. Well it's possible the owner isn't set when we set the color, and so it sets gaia instead of something else. Although from your logs it looks like the color is correct
  20. Most of the RTS stuff is already written, you just need to reskin units to be vampires and whatnot. And maybe some new buildings to fit more the theme
  21. Well first, you have to figure out when the code is called and with what params
  22. The Guinterface forces a reload of the color, a bit like the on update That's why the color is changing. I'm wondering if we don't switch the color too early, causing the gaia color to be taken...
  23. In order to make mods more maintenable, we recommend users only override functions they touch rather than the whole files. You would usually have a file named ~GuiInterface.js with only the modified functions. After the Guiinterface change ?
  24. Yeah, with some art effort you could, probably needs some programming if you require special powers for units.
  25. Does it call it with a different color onupdate and the first time it's called ?
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