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Stan`

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Everything posted by Stan`

  1. Well there hasn't been any significant change in the AI in the past five years (other than the emergency manager) so that's why I suppose. I guess you might wanna look at the diplomacy manager in simulation/ai/petra/
  2. Also covers the user provided mod case, where one doesn't want to go through mod.io for other concern yet still wants to have a preview image.
  3. Almost always have been (10 years ago) #1960 ([PATCH] Elevation advantage for ranged units) – Wildfire Games
  4. You can skip the lobby and connect directly to users, it's just not convenient cause everyone has to know their respective ips. But you'll always have the issue of being DDOSed as long as the game will be P2P. When someone joins your match you're basically letting them into your home. If we had dedicated servers, you'd have the issue of the server being DDOSed, if it was hosted by us, it would DDOS the forums, the lobby, the forge etc. The number of players has been stable, it's just the number of MP players that has reduced. Also, 4 years ago was COVID and confinements, and people are progressively getting back to their lives.
  5. If you have the mod installed you can run the game from the cmdline using pyrogenesis.exe -mod=public -mod=0ad-spirv If you do not have the mod installed you can run the game using then install the mod pyrogenesis.exe -mod=mod -conf=rendererbackend:gl
  6. Interesting, does the tooltip for the sound says 0.0 ? @Langbart are you able to reproduce this on your mac?
  7. Hello @HacheEf Do you mean this https://wildfiregames.com/raw/install.html / https://www.moddb.com/mods/rome-at-war or this https://www.moddb.com/mods/romae-ad-bellum ? (There is also this https://steamcommunity.com/sharedfiles/filedetails/?id=2404179025)
  8. Hey @kpatch What kind of sound do you get when you set master volume to 0 ? For me it stops all sounds.
  9. That's because you are using SVN which is doing the caching of assets on the fly (releases are precached)
  10. Did you enable the 0ad-spirv mod you can get from mod.io? If you enable it prior to enabling that mod you'll get a crash.
  11. Mmmh isn't that what guarding is for ?
  12. That's already the case. They only look for those. Here I proposed toget the most injured of the prefered units. http://trac.wildfiregames.com/ticket/6769#comment:1
  13. Maybe the lobby message could be a JSON with a link array that would work like the option tabs. I don't know much about the GUI @maroder @rossenburg
  14. Thanks for the report! Unfortunately there is not much we can do here. Glad you figured it out
  15. New gate means news animations you'll have to make them in blender. To make your life easier you can reimport existing rigs
  16. Hey really sorry about that @benisen11 Entities have an Upgrade component. Example the long wall long_wall_template 23 <Upgrade> 24 <Gate> 25 <Entity>structures/{civ}/wall_gate</Entity> 26 <Tooltip>Allow units access through Walls. Can be locked to prevent access.</Tooltip> 27 <Cost> 28 <wood>20</wood> 29 </Cost> 30 <Time>12</Time> 31 <Variant>upgrading</Variant> 32 </Gate> 33 </Upgrade> Entity is the template it will change to. Here it's generic, it depends on the civ specified in the Identity component. Cost and Time are pretty straightforward. Variant is the object variant it will switch to when upgrading (can be used to add fancy stuff) If you don't have a variant with that name, it will do nothing. 1 <?xml version="1.0" encoding="utf-8"?> 2 <Entity parent="template_wallset"> 3 <Identity> 4 <Civ>gaul</Civ> 5 <SpecificName>Rate</SpecificName> 6 </Identity> 7 <WallSet> 8 <Templates> 9 <Tower>structures/gaul/wall_tower</Tower> 10 <Gate>structures/gaul/wall_gate</Gate> 11 <WallLong>structures/gaul/wall_long</WallLong> 12 <WallMedium>structures/gaul/wall_medium</WallMedium> 13 <WallShort>structures/gaul/wall_short</WallShort> 14 </Templates> 15 <MaxTowerOverlap>0.80</MaxTowerOverlap> 16 <MinTowerOverlap>0.05</MinTowerOverlap> 17 </WallSet> 18 </Entity> Here is a wallset example where you can defined the templates making a wallset. You then just have to create each of them.
  17. You can only do this through code, sadly.
  18. Keep in mind the minimum resolution is 1024x768 so it's not always possible.
  19. I feel like it could be different upgrade paths. normal wall => D shape wall => D shape wall with roof normal wall => wooden hoardings normal wall => gate Manually, in the template. You need a wallset template for that. And all the templates.
  20. Hey @SciGuy42 Really happy you haven't given up as for porting see https://trac.wildfiregames.com/wiki/PortA25ToA26 https://trac.wildfiregames.com/wiki/PortA26ToA27 Once it's ready I can make it available for the masses
  21. Roofs could be an upgrade when going through ages too. Corent was a big sanctuary, maybe little villages would be more modest. So all phase 1 buildings would have thatch rooves and when going to age 2 they would become slate ones. (Just a thought) Still want to have the upgrade that adds a little cage / kennel structure to stables to allow training war dogs that was mentioned in some other thread. Sure. But they mentioned huge rendering times and that could have been fixed by using normal maps and such Anyway feels kind of a dream job to make art to make history accessible. DO you have a link to the UE4 video?
  22. You can ask me all your questions Feel free to also update the wiki and or suggest some new pages Sure. In the actor file just add more variant blocks with different meshes. If they use the same texture put them in a different group block
  23. Thanks @Genava55 that was pretty interesting. I still wonder how they had "millions of polygons" and still a not so good rendering. Maybe someday we'll redo the gauls to be a more refined society with roof tiles and painted roofs. The contrast between civiisation and bashing animal skulls on rock and then displaying them is still crazy to me
  24. Sure they just need to uae the upgrade feature like for gates.
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