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sanderd17

WFG Retired
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Everything posted by sanderd17

  1. We have to give credit, as we normally just require artists to release their work under a CC-BY-SA license. So giving credit is legally obligated. If they do the voices, it should be because they're interested in doing the voices and spreading information on Sanskrit.
  2. A texture per map type should be possible after #3952, though mixing things will stay a bit hard. If you want units to have a random texture, but you also want the texture to depend on the climate or season, that won't be possible yet. And it would still need some definitions on what climates a map could have (in order to update the actors for it). Building textures based on the ground texture will require some more work.
  3. Thanks for the report, it's fixed in r18242
  4. The public mod (the main game) is spread with the installer exe, but it's not part of the runnable pyrogenesis.exe. Pyrogenesis is only the engine, it doesn't include any mods in the exe, and won't run if it can't find mods (the gui is also completely defined in the mods). Buy I guess you can make pyro find the correct mods on the stick. Maybe you'll find it easier to start from our SVN repo, as when you copy the entire repo over to somewhere, it should run fine.
  5. You know that comments are sorted by importance on YouTube, and your own comment is always the most important, so appears on top for you, but not for me ... Anyway, scrolling down a bit does show your comment
  6. @Tomcelmare, what's the channel? And how did you ask it to them?
  7. Vision range is independent of height. It should depend on obstruction to be realistic: you can see the valley from the mountain peak, and you can also see the mountain peak from the valley, but you can't look through the mountain to see the valley on the other side. But as this is quite computationally intensive, it's not done.
  8. The range overlay shows all active range queries (these queries are always run and warn the source when an entity came in or out the range). For units, this range query is their vision range, as when something passes in their vision range, they can react to it and come closer to attack. Only in stand-ground mode, the range is the attack range I'd guess. For buildings, the range is always the attack range, as the building's can't move, so they don't have to look further than the attack range.
  9. @Alex626, can you reliably reproduce it on Ubuntu too? If so, you may be able to help with debugging.
  10. Of course that patch doesn't fix the issue. That patch isn't even remotely related to wall placement. It's just a cleanup patch (rewriting some code to newer standards). Why did you think it was related to the wall tower issue? The wall tower issue is a lot harder to fix (else we would already have fixed it).
  11. Is there a slight possibility that this patch is a cleanup patch from @bb? Posted here at 13:43?
  12. That femenization score is weird. Don't know what happened there Vegetarian score is indeed the amount of food from fields and berries vs the food from animals or trade. Perhaps your opponents have their fields earlier, or research some techs to gather quicker? There's also a difference between barter and trade. Trade is what you do with traders between markets, and trade generates resources. Barter on the other hand, is selling one resource for another in the market (the left pane when you select the market). Bartering costs some resources, as you won't get 100% return normally (only when there's a certain resource in abundance, but then you don't need to get it via bartering either). So the bartering score is the return you got (if you bartered 100 wood for 80 metal, you will have a barter efficiency of 80%). Capturing of buildings and siege doesn't yet appear in the stats. But "lost" is what you lost, "killed" is what units of the enemy you killed.
  13. Yes, trees are just entities like anything else, but currently, you can only garrison in allied buildings, and gaia is considered to be hostile. Since gaia will fire arrows non-discriminatory to all who are near, it's probably best to make those trees capturable, or let them convert to the territory owner (like farm fields). But, as there are so many trees on the map, you should watch out to make the tree code not too heavy. When you add a buildingAI to every tree, every tree will have its own range check. Looping over all trees every turn and doing range tests will be bad for performance.
  14. Can you test if the other variables come through correctly first (or log the entire object)? I have a suspicion you're naming the attribute "directedAt": JS_SetProperty(cx, obj, "directedAt", who);
  15. Do you have enet installed? It's a dependency for 0 A.D. (see http://trac.wildfiregames.com/wiki/BuildInstructions#Dependencies ) Not sure how Slackware dependencies work. If they maintain it or if you have to look after it.
  16. We've moved to SDL2 by default, so it should be fine to remove the sdl2 argument from the slackbuild (and report it to the slack guys).
  17. There are plans to show waypoints on units, similar as how they're shown on buildings. I don't know what the status of that is though, but there should be a ticket on Trac.
  18. The mod folder is a mod itself named "mod", it's the minimal mod that's always enabled, and allows you to select other mods. So yes, putting a zip there will load it, but it will load in the wrong order. Mods can overwrite files in mods that are loaded earlier. So by putting the zip there, the public mod (which is the main game), well overwrite changes from the Han mod, instead of how it was designed the other way around.
  19. No, in ~/.local/share/0ad/mods directly (not in the mod folder).
  20. I just tested it, and if you start the simulation test in Atlas, then saving the actor file does trigger hotloading. But it doesn't work in the actor viewer AFAICS.
  21. Iirc, hotloading in atlas only works when the simulation is running.
  22. When a building ends up in the FoW, it's replaced by a mirage that copies the stats from the building as you last saw it. The problem with the markets was that the target could be a miraged one, and when the trader got close enough to get it in his vision again, that miraged market would disappear. So the trader had to update his target correctly.
  23. @Mah-Dry-Bread, what are your plans now? Even just recording some general play-through videos on your channel would be great imo (just don't pick too many players or a high population cap, so you don't get stuck with the lag).
  24. Some units can also be killed by Gaia, in which case they week appear as lose, but not as killed by another player. The initial units indeed don't count as trained, so there's normally a difference of 4 between lost and trained when you have no units left. And units that you delete yourself (f.e. because they are stuck), don't count as lost. But there are also other things that give a difference. Like captured buildings also don't appear in the stats as lost.
  25. The Identity component has a list of some common ones: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/Identity.js#L67 But it's by no means complete. Also note that mods can easily add their own classes, and classes are added for many reasons.
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