zoot
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Everything posted by zoot
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Triggers (split from A couple of suggestions)
zoot replied to Kimball's topic in Game Development & Technical Discussion
I decided to pursue a JSON-based solution anyway: https://github.com/z...ompare/triggers When I insert an element like this in a map's script settings, a trigger is created which shows a message if one of player 1's units is attacked. So this would just need a few more conditions and effects and it would basically work. Of course, none of it is supported in Atlas, but it would still be good enough for making, say, a tutorial, by hand. -
Any particular reason you don't go open source like 0 A.D. has? Surely, you would be able to get many programmers if you did...
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What is a battle? (battle detection)
zoot replied to historic_bruno's topic in Game Development & Technical Discussion
That is what the snippet quantumstate posted in #50 does. Battle detection isn't useful for attack notification because it doesn't keep track of the location of the attack. -
I believe they already do, the problem is that the units sometimes block each other so they can't get out. It needs to be decided whether we want to make a hack to let units pass through each other in that case.
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What is a battle? (battle detection)
zoot replied to historic_bruno's topic in Game Development & Technical Discussion
It's just for toggling battle music. -
Yes, victory and defeat is implemented, but the bots have a tendency to hide female citizens in weird places (like along the map edge) till the very last.
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[RESOLVED] Question? Is the Alpha 12 have more lag than 11
zoot replied to nejhay361's topic in General Discussion
I think all games have it, I have seen it discussed a lot in relation to games on Valve's Steam: https://wiki.ubuntu.com/Bumblebee It's not my impression that the game itself can do anything to pick the right card, but I don't have in-depth knowledge about it. -
There is a ticket for it: http://trac.wildfiregames.com/ticket/9
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How to add a button on unity details area?
zoot replied to Aurium's topic in Game Development & Technical Discussion
The actual layout of the UI is defined in XML: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/session/session.xml The behavior of the buttons below the unit portrait is defined in input.js: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/session/input.js -
The civalization that must be in this game
zoot replied to ThePharaohThoth's topic in General Discussion
See this: http://www.wildfiregames.com/forum/index.php?showtopic=14326 -
I agree. Not everyone who does a clean installation will be first-time players either. Maybe they just got a new computer or cleaned up their harddrive.
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Is 'wildness' a measure of how hard the entity is to capture from Gaia? If so, I don't see why it should grow for abandoned (out of territory) buildings? Seems to me it should be constant, an intrinsic property.
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There's this: http://www.wildfiregames.com/forum/index.php?showtopic=16262
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The image on en.wikipedia is missing source info: http://commons.wikimedia.org/w/index.php?title=File%3A0adcarthaginians.jpg&diff=85564704&oldid=84012894
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This happens when you have units inside the building foundation.
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Triggers (split from A couple of suggestions)
zoot replied to Kimball's topic in Game Development & Technical Discussion
After having looked at it, I am not sure how to do it entirely or almost entirely in JS. If it was done in JS, where would it run? If it runs in the simulation, how would it know of UI events? If it runs in the GUI, how would it know about simulation events - to my knowledge the GUI does not receive messages sent out by simulation components? So unless there is some other way, I am leaning towards having a 'trigger manager' in C++ which both the UI and the simulation invokes to pass events and the like. -
Triggers (split from A couple of suggestions)
zoot replied to Kimball's topic in Game Development & Technical Discussion
We don't need to rewrite any functions, we just create a thin wrapper in each context, which then calls the original function. That sounds like an RMS feature request, more than a trigger feature request. And what if someone else picked the same namespace? Also, namespacing does not prevent the type of error modes that may arise when two different scripts unknowingly manipulates the same globals: http://en.wikipedia....mputer_science) It's not about trust, it's just bad design. Honestly, it's a bit like wanting to run everything as root just for the sense of power it grants -
But do you agree that the units should complete their own task before rushing off to do the queued task? They don't currently.
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Triggers (split from A couple of suggestions)
zoot replied to Kimball's topic in Game Development & Technical Discussion
It's not just about security, it's about integrity. What if two different scripts both define an object named 'MyObject' in the same scripting environment? You get some kind of collision, and one of the scripts break. These issues can be avoided by running separate things in separate environments. -
Triggers (split from A couple of suggestions)
zoot replied to Kimball's topic in Game Development & Technical Discussion
I see. But none of that really implies throwing all scripts into a big hodgepodge like suggested above. We can make one trigger API into the UI and another one into the simulation, without compromising their separation on non-trigger maps. -
Triggers (split from A couple of suggestions)
zoot replied to Kimball's topic in Game Development & Technical Discussion
What was the difference between them? (I've never used either.) -
Triggers (split from A couple of suggestions)
zoot replied to Kimball's topic in Game Development & Technical Discussion
Not all maps need powerful triggers. It should still be possible to choose to play on a plain map without all sorts of stuff going on behind the scenes. -
Hi. You need to set preferglsl=true as well. I believe there was a description in the alpha 11 release announcement. Here: http://trac.wildfiregames.com/wiki/Manual_Settings
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Triggers (split from A couple of suggestions)
zoot replied to Kimball's topic in Game Development & Technical Discussion
That's a poor argument. That's like saying: since there will always be some people breaking the law, we should not do anything to prevent it. It's not a tenable position. Simple: don't allow actions/effects like that unless every player agree to it. If you just throw all sorts of scripts into one scripting environment, you don't have that kind of fine-grained access control. They can even be overwriting each other's functions unintentionally - it would be a mess.