sanderd17
WFG Retired-
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Everything posted by sanderd17
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They only have placeholder art. But the templates are ready for playtesting. The biggest work when adding a civ is the art part. So they're still not finished at all.
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Technologies are defined in simulation/data/technologies. There you can define the names, the tooltips, the effects. Then you need to make them researchable (if they're not auto-researched) in the productionqueue of an entity. (see http://trac.wildfiregames.com/wiki/Technology_Templates and http://trac.wildfiregames.com/wiki/TechModifications).
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This is due to a change you made: https://github.com/0ADMods/Aristeia/commit/bba32d299b5f1d1096bd61de431c78facb60bb4e#diff-5f67c35c8fa0e84b806561ea51f854c1 structure_temple_large is a technology name that unlocks the large temple. So yes, structure_temple as a technology doesn't exist, and it should be structure_temple_large.
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The info in the PO is correct. So either tinyGetText is doing it wrong, or we pass the wrong number. Could you check if we pass the right number to tinyGetText in that gameSetup line you found?
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The problem is not that simple to solve (else we would already have done that), but it mainly involves a pathfinder rewrite. We hope to get someone working on the pathfinder in the near future again with our (less than expected) fundraiser money. Hopefully this will lead to some positive effect.
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Numerus - a Statistics Bot
sanderd17 replied to agentx's topic in Game Development & Technical Discussion
The gui is also scripted, but the engine is made towards drawing rectangles with textures and text, so I don't really know if you can draw per pixel in an efficient way.- 34 replies
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Numerus - a Statistics Bot
sanderd17 replied to agentx's topic in Game Development & Technical Discussion
No, the components just do the simulation part. For the drawing, you must look into the gui. The components work quite simply, in an object oriented way, and the schema is just an xml definition used for the entities.- 34 replies
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Those are OS X tickets, it's a bit of a strange release. The OS X version will be released a bit later, so those tickets are still A16. But we decided to just release it, so we can continue working on the next version.
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Because our announcement manager suddenly went offline yesterday evening, I thought he would be back, but apparently not. Apart from the announcement (and the os x packages), the release is ready though.
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Niektb, maybe they could have a non-buildable CC, like the ptolemies. Just so the random map and skirmish starting entities match.
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- millenium a.d.
- vikings
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If you commit all, that doesn't mean new files are committed too. You need to specially select new files to commit.
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Lion, you have changed the nubian spearman to javelinist (https://github.com/0ADMods/Aristeia/commit/1d8e68c9128d8f49b5b97eba4fcc96bd9b1c98ad#diff-ff0cf84a9008231701b62c4516824a5f), but that template isn't present yet (I guess you forgot to commit it). Also, do you know there are still textures missing? Maybe some of them are also textures you forgot committing. As we plan to release 0 A.D. soon, it might be nice to get your mods also in a releasable state, so people who download A16 can check out that version of your mods.
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How to import ".dae" files and test them in 0ad?
sanderd17 replied to kao_chen's topic in Tutorials, references and art help
Unless it's propped to the "root". That's why I can't say anything about it without seeing the DAE and the actor files. -
Right, found it. It's an issue we had before with garrisoning, constructing, and now with trading. The point where trading can happen only depends on the target obstruction size, and not on the trader. There's an arbitrary range added (2m for traders, 10m for ships). But a ship has an obstruction radius of 8, which is (for performance reasons), calculated as an axis-aligned square of 16x16m. Thus when the ship arrives at a 45° angle (relative to the terrain grid), it can't come closer than 8*sqrt(2) ~= 11.3. So it can never reach that 10m requirement. I'll make a ticket with the patch added. Made the ticket: http://trac.wildfiregames.com/ticket/2556
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Well, I have no real idea what sort of stats it should change. Make the vision range of the other smaller, make their walking speed slower, those are things that can be done now (without code changes). For other stuff, we'd probably have to look on how to do it.
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How to import ".dae" files and test them in 0ad?
sanderd17 replied to kao_chen's topic in Tutorials, references and art help
The wiki is quite updated. And I fear that, without dae files and actor files, we can't help you. -
How to import ".dae" files and test them in 0ad?
sanderd17 replied to kao_chen's topic in Tutorials, references and art help
You can't find the model? Are you sure the scale is right? Sometimes it gets converted from meters to centimeters (or the other way around), and appears 100x too small. -
How to import ".dae" files and test them in 0ad?
sanderd17 replied to kao_chen's topic in Tutorials, references and art help
Can you give a step-by-step procedure of what you did, and what did or didn't work? F.e. can you load your prop model as a standalone actor in the game (without binding it to a prop point)? -
This depends highly on your map. I've also seen it once, a year ago, but was unable to reproduce it very well. It seems to depend on the pathfinder (which is to be completely rewritten). If the dock is on a sort of terrain that's hard to reach, the ship sometimes can't reach it. It keeps approaching, but never gets there, so it can never return. That said, unless it happens very often, we won't fix it until the pathfinder is rewritten.
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Eyebu?
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You can't fix that menu button now, we will first have to make it text, instead of an image. Or do you need help with something else?