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Everything posted by Stan`
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Vulkan - new graphics API
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
What did you install exactly? -
Assuming you are the same person that talked to me on instagram, the problem is now resolved. The version that was downloaded was the x64 and not the aarch64, The package had to be approved because of the lack of the signature. There was a corruption of the installation, that was fixed by reinstalling Hope you'll have fun with the game.
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Did you download the M1 version or the Intel one ? There are two versions on the website
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I'm sorry I still don't get it. Why do we have -windowHeight? I don't think it's calculated in realtime, but rather when it's used to actually attack. You should see most (if not all) occurrences of that value usage here https://code.wildfiregames.com/D2016
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Dropdown menu might be missing some decorations.
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==[Task]== Ethnic Egyptian Mercenary Camp
Stan` replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
People might complain/be confused about not being able to gather it. It happened before. Maybe, yeah. Removing some lines might break some models so one has to be careful. Fun fact the game actually automatically patches those files. -
==[Task]== Ethnic Egyptian Mercenary Camp
Stan` replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
My Blender addon to import assets and their textures does that. -
==[Task]== Ethnic Egyptian Mercenary Camp
Stan` replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
Weird, but glad you figured it out. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Stan` replied to wraitii's topic in Gameplay Discussion
Bit annoying to have to clone the game's entire folder to run the CI... -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Stan` replied to wraitii's topic in Gameplay Discussion
I think it was for the validation script (entvalidate.py) to be able to run. Not sure why @wraitii added the js files though. -
Getting a bit tired of that argument, but for the sake of it they do have an elevation bonus. (And it's easy to check) trac:template_unit_cavalry_ranged_archer.xml#L17 trac:template_unit_champion_infantry_archer.xml#L17 Why?
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https://code.wildfiregames.com/D1800
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Hey that's pretty cool!
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Hmm. I suppose the point of the extra component is to mimic the behavior you would have with visible garrison (aka turrets). This way a tower would/could shoot as far as a unit on a wall next to it. Does that make sense?
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I mean you wait for construction to be finished to compute the range once. Then update it as needed? Since it's not moving. For moving entities we could have a flag like static that defines how much it needs to be recomputed? Seemed like a nice feature for me.
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My point is that it could be computed on placement and at each subsequent tech. No particular answer, I just think it's cool to take the terrain into account.
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Vulkan - new graphics API
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
You can get the link in the first post of this thread or through the mod downloader in settings. Do note that it only works with the development version. -
Could be updated onvaluemodification? And cached
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You should use the CTRL hotkey to board the ship. See the hotkeys and look for garrison
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Install the mod 0ad-spirv through mod.io
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AI unsure when to declare war in only-one-team-FFA
Stan` replied to Obelix's topic in Gameplay Discussion
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/ -
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.
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Almost always have been (10 years ago) #1960 ([PATCH] Elevation advantage for ranged units) – Wildfire Games
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