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Stan`

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

  1. Also wrong folder. It's better to install it via mod.io or by drag and dropping the file on the game.
  2. New topic sounds good. Then it can be linked too from other sources. (Although in the case of social media it reduces their reach drastically.
  3. You need more informations that than that, formations, stances, building the can build, icons, health, whether they are packing and probably more.
  4. Hey @MuteLovestone long time no see.
  5. Yeah that'd be nice but security is hard to ensure. We could make sure you only can download signed mods (with an opt-in option for insecure ones but then anymod can force that to be off) But you still have to agree with mod.io terms to download them In my head base functionality is modmod. Public extends it with extra components, shaders, assets, etc. Also removes most of the hardcodings needed in AtlasUI, wxwidgets dependency, so it's a win. But, one has to implement more GUI features for Wxwidgets is more complete.
  6. Getting all the unit information is very slow so it lags.
  7. It is not ideal for people to get started from scratch, yes. But it is enough for all the modders we have had in the past 11 years. Most of them don't want to reinvent a RTS. For reference on how having a bare bone mod as first screen can affect players https://video.fosdem.org/2020/K.3.201/gamedev_spring_steam.mp4 That being said I think the approach we're taking with @trompetin17 on GitHub is the right one. One mod mod with a basic map editor, and a mod selector. All the needed shaders, minimum components and other xml files, and GUI to make something. https://github.com/justjuangui/shouldbeinmod_pyrogenesis All the other mods can build on top of that.
  8. I'm not sure one can hook themselves to every click in the interface. But it's probably possible.
  9. @wowgetoffyourcellphone reported lots of errors like this ERROR: Failed to load shader 'spirv/model_common' ERROR: Program 'spirv/model_common' with required defines not found. ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_AO": "1"
  10. Static pushing is tricky to get right. Cause you don't want rams to push enemy units, it makes no sense. In my head the community mod was to try changes that could be easily reverted, not to turn the game into an arcade simulator. But maybe that's where I'm wrong.
  11. One thing to remember is that other than for “realism” turn rates, acceleration, patrol wait time and fast projectiles were added to prevent “automatic dancing”. Which was a big topic in A23
  12. No but you can use the somewhat updated doc on https://docs.wildfiregames.com/javascript/gui/ It would be nice indeed, but that's very low priority, if it's even possible.
  13. That is correct. Ensuring consistent quality and balancing between a huge number of civilizations is hard and even more so with a tiny amount of people to work on it. We have scripts of course, but before I joined the team, there were a lot of missing assets, broken models, unfinished ones etc. I had been advocating for years when I was a modder for more civilizations integration, kinda gave up on it when I joined the team because some team members were really adamant because of the reasons I quoted above. Then the kushites got in, and finally the han. Another big barrier to the addition of new civs is the scrutiny they go under. Everything is fine with a mod until it gets in SVN, or wants to get in it. Then you need to redo everything. Another thing that is much less mentioned and is starting to be a problem is the art "quality" in the performance sense. @Alexandermb did an incredible job in updating the assets to be more beautiful and more historically accurate (at least I think so) but we now have FPS quality assets in an RTS game, which on the lower end computers is a big issue because of the number of Drawcalls (200 for ships due to lack of instancing) We have models that have useless unseen faces, too many textures variations too (Although I absolutely love it) Shields are made of umbo, ring, front face, back face, which all use a different texture, maybe they could be mapped in a texture atlas, but then we'd need a lot of meshes. Ideally we could control the UVMap position in the actor, but I'm not sure how costly that is. More civs, more assets, more textures => less performance if not careful.
  14. Not that I know of, maybe we should make a public poll.
  15. The idea was to have Empires Ascendant and Empires Besieged both covering 500 years of history. Then you get Millenium AD covering the 500 years after that. It would be nice to start the empires Besieged mod, with Parthia, Germanic Tribes, Tang Dynasty, Imperial Romans etc and make it available through mod.io.
  16. Simulation/components in public.zip
  17. They were removed as part of the Alpha 24 Release. To prevent units making formations you can set the default formation by right clicking on it.
  18. Yeah but I have to do the sysadmin work for lack of a better alternative. More applications mean more load on the server and more workload for me. The wiki split is a good point though so it will have to be thought about when it happens.
  19. Need to be on the same VM to do the various migrations. E.g. Trac2git. (need to write a custom plugin for it (cause only things that exist are sqlite and mysql and we use postgres) Yeah gitea uses bare repos. On the ext4 it doubled the disk space usage.
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