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zoot

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Everything posted by zoot

  1. In all honesty, the way unit animations are controlled is a bit counter-intuitive. Every time UnitAI changes states, you'll want to consider if you may need to switch animations, because other components (like UnitMotion) won't necessarily deal with it. I recently tracked down #1759 to this type of omission, and I suspect this issue is something similar.
  2. Yes, I've seen it with infantry too.
  3. Anyone else experienced this: The units move, but their legs don't (the walking animation doesn't play). Post any ideas you might have for what triggers it.
  4. I think it would be most robust to agree to the convention that all maps should be able to support 0 to 8 players. I can't imagine that it would be outright impossible to fix Canyon (and others?) to support less than 2 players. It can just be a lower priority thing, if Spahbod doesn't have time right now.
  5. On the random map "Canyon", I get this error when starting a match with just 1 player:
  6. Yeah, I understand it is lower priority, but it seems really simple. It's basically just using a special MIME type (text/event-stream).
  7. Someone should begin a civ profile
  8. Any chance something like server-sent events could be implemented? Then the notification could be pushed to the browser (or whatever is accessing the debugger).
  9. The resource icons are available in higher res here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui/session/icons/resources
  10. Someone was talking about making walls snap to cliffs. If you are doing a mod, maybe that logic could be repurposed for snapping other buildings to cliffs.
  11. I found this for Windows: http://developer.dow...ingPolicies.pdf Also, for our Linux users, I found some expert advice on the matter
  12. It works This will be very useful. And JSON is clearly the right output format. Maybe you want to add some status outputs on those commands that don't have it yet, e.g. "{status: true}" when a breakpoint is set and "{status: false}" when it is unset (or something along those lines).
  13. Now I get this: Any hope of persuading you to push your changes to a GitHub branch? This would make it less likely that I screw up the patching process.
  14. Can you name one (or more) games that detect the presence of the NVIDIA card? That should make easier to track down how they do it.
  15. Yves, I get this when trying to do a debug build: Am I missing something?
  16. Geek, do you have any experience with AJAX or something similar? I think that is what we would want for a live UI here.
  17. On that note, do any games require a hotkey to be pressed to show garrison bars/indicators?
  18. Yves, I have applied your patch thusly: https://github.com/zootzoot/0ad/commit/4d01ee88ca6dbcac9a2706f3a9d40a5444aea75d How do you enable the debugging server? Should I make a debug build?
  19. Sounds really handy. Maybe I can work with Geek377 on the UI. I don't really have experience with all that AJAX/HTML5 fanciness, but I'd be happy to work on the engine-facing stuff.
  20. I don't know if this has already been reported, but Gaulic houses are missing rubble:
  21. I read it as a comment on the image: have the cages been prepared for someone about to be captured or were they left open by someone who just escaped?
  22. I don't see the great utility in hiding the garrison bar unless Ctrl is pressed? It's not like the screen will be full of these bars, they are only drawn when the entity is selected etc.
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