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s0600204

WFG Programming Team
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s0600204 last won the day on December 25 2014

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About s0600204

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  1. simulation/templates/template_unit_infantry.xml file has "structures/{civ}/elephant_stable" instead of "structures/{civ}/elephant_stables" in its build list. simulation/templates/units/ptol/camelry_scout.xml has an aura of "camel_stench" which should probably be "units/camel_stench".
  2. @GunChleoc, you appear to have an old version of enet installed in /usr/local/include/enet, which is being used instead of the Ubuntu-repository-provided version.
  3. --> https://code.wildfiregames.com/D3219 Committed: r24387 (update of the premake5 files) r24388 (patching our build scripts on *nix systems)
  4. It does, and it looks like it is. I've raised a concern on the commit I believe to be the cause: https://code.wildfiregames.com/rP24279
  5. Correction: you can, but you need to move further than the building-preview indicates. @wraitii, it appears that building-previews are not respecting BuildRestriction's MinDistance, but transitioning from being red-hued to normal a little prematurely. (This also happens with towers.) After a little research: the value of it->second.size on CCmpRangeManager::1385 is 0 for building-previews. (Is it because it's a building-preview, or because its a local-entity?) Either way, the obstruction radius of the building being previewing isn't taken into consideration. Once a player tries to
  6. Thank you for the report. A fix is being prepared... has been applied.
  7. Ok people: cool it. I think we can all agree that the #BlackLivesMatter campaign is important, particularly after the events of the past couple of weeks. And yes, it is a pity that the actions of a select few spoil it for everyone. I think we can also all agree that all lives matter: regardless of race, creed, ethnicity, religion, disability, place in history, or any other factor. However, this message is getting lost as this thread continues. Whilst we welcome constructive and reasoned discussion, the three posts immediately before this one did not meet this criteria, hence why
  8. Those three are used by the rmgen wall builder to, well, build walls. AFAIK, none of them are used by the in-game user wall-placer. indent: Specifies offset from the centre of the wall line. Allows wall elements to be placed in front of (e.g. palisade spikes), behind of (most buildings), or inline with (e.g. fortresses) the line of a wall. orientation: Each wall-piece has a side that faces "in" and a side that faces "out" (important for gates, and wall-towers that have doors on the rear). orientation tells the script what base rotation to apply to the model to make sure the wall piec
  9. Should be inside ~/Library/Application Support/0ad/.
  10. As Stan' points out, the wonder population aura provides an absolute bonus (+10, increasing to +50 with the research of "Glorious Expansion"), not a proportional one. It it really added a +10% bonus, then one wonder would raise the population limit to 330 (or 370 after researching "Glorious Expansion"). Thus, it is proven empirically.
  11. Bonuses are currently applied thusly: [base] * [proportional bonus] + [absolute bonus] Both +20% and +15% are proportional bonuses, so (at the point where a unit enters the overlap in the radius' of both auras, and assuming no other auras in effect) they are multiplied together to get a total +38% bonus, which is then cached. The caching allows the final calculation to be as above - which is relatively quick to calculate - rather than having to iterate through every aura active on the map, determine if they're in range, whether they should apply, etc... all several times a second
  12. @abc1: If both auras affect whatever units you're controlling, then yes the effects will combine. @sphyrth: you're asking if 0AD is doing: [base attack] +20% +15% (equivalent to: [base attack] * 1.2 * 1.15) or [base attack] +(20 + 15)% (equivalent to: [base attack] * 1.35) I believe it's the former, which in this theoretical scenario where both auras are in effect, amounts to +38% to unit attack. @Feldfeld: Whether or not an Ally's aura affects you depends on how the aura in question has been defined. It is also possible for an Enemy's aura to affect you i
  13. As requested, all posts off-topic (and those flaming and/or trolling) have been split elsewhere. Those with value in them may be restored in/as a different thread, later. However, to everyone who posted before the split, regardless of who they be: Be. Nice. It is acceptable to disagree with someone else. It is not acceptable to insult, to demean, or be overly aggressive in your posts. I hope that is clear to everyone. No exceptions. Oh, and please keep on-topic in future, thanks!
  14. (Split posts out of original thread as it was off-topic there.)
  15. For what it's worth, the warnings above for AtlasObjectXML.cpp concerning the implicit fallthroughs should no longer occur as the code has been rewritten to no longer need the break-less switch...case statements at all. @eecsninja, thank you for your patch. It is unfortunate that it wasn't included (due to it being superseded by work being undertaken pursuing another objective), but we appreciate the effort .
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