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Everything posted by elexis
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It doesn't say you have to become identifiable by that post.
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Did you just post personal data online? That's one of the things that isn't clear to me.
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Nope. Stuck at trying to figure out what the EU wants from us with their new regulations.
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Downloads of new releases are always available on play0ad.com. The most recent developer version can be obtained via BuildInstructions. After having created some triggerscript maps, the freedom to use the entire simulation is a freedom in map creation I wouldn't want to miss and hence probably never use the map editor if it had a triggerscript editor. Some functions are common already (the ones currently in Trigger.js and TriggerHelper.js for instance) and can be exposed in the map editor, but the map editor will likely never have the same freedom as writing some code. For instance the ship ungarrisoning on Danubius needs to account for the angle of the river and compute if there are still units on that side of the river. This is some procedure which we can barely implement in the GUI. If you want to create some triggerscript maps, I suggest to take a look at the existing ones, some have 20 lines of code (elephantine), some 40 lines of code (gallic fiedls), 100 lines of code (polar sea), 300 (survival of the fittest), 600 (danubius, jebel barkal). One has to understand that units buildings and resources are entities, and that each entity is made up of components, each component being some code implementing a certain feature of the entity (such as walking, attacking, health) defined with a set starting values defined in the entity template XML file. Then one can imagine some small thing that is supposed to happen on that map, translate that to actions that the entities do (for instance spawning, garrisoning, patroling). For these mentioned options adding triggers is possible. As mentioned, each map is different and needs to account for something (such as figuring out where the left and right riverside are).
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Can you add in 0 A.D a "Kids / Low Violence Mode"?
elexis replied to Free's topic in Game Development & Technical Discussion
There is a hacky cheat to play arbitrary tracks within the game https://trac.wildfiregames.com/wiki/Manual_Cheats. (The patch was written in mind with an actual audioplayer someday, but the demand didn't exceed the threshold to implement it yet.) Of course one can also listen to the tracks on youtube, but they are a bit outdated. Also this one https://play0ad.com/media/music/ which may be outdated by few tracks. One can unzip them if one can locate public.zip on the harddisk https://trac.wildfiregames.com/wiki/GameDataPaths or download them from here individually https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/audio/music or in the uncompressed quality from https://svn.wildfiregames.com/public/audio/trunk/music/. (One can use tortoise svn on windows to download the entire folder, might be less or more timeconsuming than the webbrowser.) -
Got libboost-dev too? It says "Boost (at least 1.57 since r21726)" https://trac.wildfiregames.com/wiki/BuildInstructions
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Can you add in 0 A.D a "Kids / Low Violence Mode"?
elexis replied to Free's topic in Game Development & Technical Discussion
The blood is also supposed to stay longer than the corpse because the transition from the entity to nothingness should be as progressively and unnoticeably as possible. I mean it was a deliberate tactic by the roman swordsmen to only do one quick hit into the stomach and then go on with the next guy rather than actually killing the opponent (so as to become more efficient in battle). So in a way it was even worse than killing for the one having to experience it. -
-> Artists
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Can you add in 0 A.D a "Kids / Low Violence Mode"?
elexis replied to Free's topic in Game Development & Technical Discussion
Did I actually write Mandala Our own history (I guess except the one of china and american continents) has the potential to fascinate grown ups too. If we had a number of capable history and computer science students, we could make this an application that can serve as an extensive history education software suitable for adults without the children noticing it while playing. So I object, the best age to play is 11 to 111. But there was blood at all? I entirely don't remember seeing it until Kushites came. As not few want 0 blood and some others want accuracy and/or more graphical details, I guess it will be a test for our modding community and our engine/art files. -
Can you add in 0 A.D a "Kids / Low Violence Mode"?
elexis replied to Free's topic in Game Development & Technical Discussion
Besides conquest, there is also regicide (where killing one thing on the screen is sufficient for victory), but also Capture the Relic and Wonder victory where one can win without anyone being harmed. More gamemodes are planned, such as being the first to gather or trade a specific amount of resources. That proposal is well represented on the forums in fact. 0 A.D. isn't a farming simulation, but one can easily create mods doing that. This is inevitably violent unless one can talk the enemy into surrendering with diplomats. It's either the Mandala effect or the previous alphas didn't have this blood. My personal opinion is that I want to see a more realistic depcition of what happened in history and that ultimately requires depcition of decapitated, halved bodies, gore and intestines, the worst things a human could possibly see. This would teach us that romans and greeks were not only those well meaning inventors of democracy and civilized world but genocided their way to survival or victory. This should be an opt-in addition however, it could be a mod, but our artists said it would be hard to implement. Maybe something can be done with splitting files more. Well this is greek and latin. What prevents people from comprehending it is missing experience in these languages. People like me who only speak english and the native language would however benefit a lot if the words that they speak were visible somewhere, so that one can look them up and translate them. That's what I would call good learning, especially when one wants to become familiar with ancient civilizations, our ancestors. Perhaps there could be a userinterface page that lists all sentences and plays them when clicking on them. -
fgod-mod (for 0 A. D. A23) fully compatible with 0 A. D. players
elexis replied to ffffffff's topic in Game Modification
Yes -
fgod-mod (for 0 A. D. A23) fully compatible with 0 A. D. players
elexis replied to ffffffff's topic in Game Modification
Wat environmental settings @wowgetoffyourcellphone -
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Since you're already working on procedural map generation code, take a look into the rmgen/rmbiome/ folder. Like the rest of the parent directory, it was refactored in alpha 23, because it was an inextensible mess before. Basically the generic biome system is only a vocabulary with some specific variable names and an optional JS function that is called. The map-specific biomes I've seen several thousands of lobby matches, and experienced very heterogeneous feedback, so it leaves an odd impression to speak in the name of all people. While it's ok to have a basic set of generic and ambiguous maps, to me the map design stage was missing when deciding to use generic biomes. In Alpha 20 _kali's rmgen2 maps (Ambush, Frontier, Stronghold, Harbor, ...) maybe doubled the number of generic biome maps, it made something repetitive twice as repetitive. In Alpha 21 _kali and me introduced some very good maps (Red Sea, Mediterranean), but also few maps that are out of place geographically (Amazon) or historically (Howe Sound). For many older and newer maps, the author only had an algoirthm in mind. But the vision of 0 A.D. and it's specifically defined geographic and historical context can only be to let a player relive history. To me it's not in line with the vision of 0 A.D. to not think about specific geographic locations and historic sites. Therefore in Alpha 22, a map that originally was just an aegean sea copy with the generic autumn biome, became Danubius, a certain place at a certain time of a certain scenario with a unique character. Alpha 23 maps took this further and implemented only specific sites for Kushites: Jebel Barkal, Lower Nubia, Fields of Meroe, Elephantine and Greece Hellas, Dodecanse. I have a clear vision to take this to the next level(s). Trying to improve random maps that are bad by design is a good starter task to familiarize oneself with the code, but it limits the potential for improvement one can tap into.
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There already are JS files per biome, one can do everything what you want per biome. While the biomes themselves can be improved, the greater problem is that every map looks the same no matter what you do in the biome code. So IMO the best practice is to just not use the biome system at all when introducing new maps. There are map-specific biomes, for instance Persian Highlands or Gulf of Bothnia which don't use the generic biomes.
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fgod-mod (for 0 A. D. A23) fully compatible with 0 A. D. players
elexis replied to ffffffff's topic in Game Modification
You may want to import 21838 to fix playerdrop on gamestart meanwhile -
Varies per map however. Got this error whenever starting random maps: One can remove the "structures/scyth_wallset_stone" line from the civ json file. After that I noticed you deleted kush_champion_infantry, Jebel Barkal doesn't like. So if you put this function into rmgen-common/delendagen.js: function placeFarmland(entityTemplate, terrain, radius, amount, constraints) { g_Map.log("Creating farmland patches"); let constraint = new StaticConstraint(constraints); for (let i = 0; i < amount; ++i) { let entities = createObjectGroups(new SimpleGroup([new SimpleObject(entityTemplate, 1, 1, 0, 0)]), 0, constraints, 1, 200); if (!entities || !entities[0] || !entities[0][0]) continue; createArea( new ClumpPlacer(diskArea(radius), 0.4, 0.6, 0.3, entities[0][0].GetPosition2D()), new TerrainPainter(terrain), constraints, amount); } } and this into a copy of mainland.js, just before the last line (ExportMap): placeFarmland( "other/farmland_40", "desert_farmland", 6, scaleByMapSize(5, 25), avoidClasses(clForest, 1, clHill, 4)); There will be some areas with that aura entity. How intelligently they are placed now entirely depends on the constraints. A mapgen usually is better off if the large scale structures are done first (water, playerbases, hills, farmland, forests) and then the smaller stuff in between (mines, straggler trees, animals, decoratives, nomad units). So placing the farmland at the end of the map either results in forests mines and animals being placed on top of the farmland terrain or farmland does avoid everything but doesn't find any place because straggler trees have been placed all over. So if one wants to do it right, one would really have to put this line into the right place of every mapscript and possibly adapt later lines to avoid farmland.
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I didn't read anything above, but FeldFeld was speaking about DE random maps on the lobby and that they miss farmland. Indeed problematic to change every file, especially when they can change frequently upstream. It could be possible to create some visual actor that also represents farmland and has this aura, just not selectable component. This entity could then be placed after the game was started in a trigger script. This way random maps wouldn't have to change. The Regicide.js and CaptureTheRelic.js code has an example for spawning entities at gamestart. But that's not really a nice approach and we should move the relic placement to rmgen/ where possible (so we can avoid specific islands for instance). A mod might instead hook into the ExportMap function by replacing it and then placing fields, then calling the replaced function. But that also doesn't really work well because every map does it's own thing and it's not possible to write a generic field placement strategy that does something very specific on some maps (such as not placing fields on the jebel barkal hill). So it's a tradeoff between the three possibilites (changing every random map, adding a general trigger script, adding a general random map script). Perhaps the simultaneously easiest and most rewarding way to implement it would be to add a new random map library function to place DE fields and add exactly one call to it in every random map script. The diff would look exactly like the placeNomad call just before the end of the mapgeneration. So actually, you could copy&paste&modify that commit and fine-tune things per map. rP20866. Maybe I can write the rmgen library function and modify one or two exemplary maps in fact because the task is too easy and rewarding for DE to not have anyone try it.
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(under the same and sometimes optionally a later version of the license)
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[SOLVED] How to reliably start the game in windowed mode?
elexis replied to MickeyKnox's topic in Help & Feedback
There is a setting in the ingame options menu as well, so you shouldn't have to modify the config by hand. That should™ complain if it can't read or write to the config file. (There is also user.cfg which might contain the setting too.) Well that says it all, no? Check with which user you run pyrogenesis and which users can read and write to the directory it complains about. -
Thanks gameboy! I did not notice the bug because there is a logic problem in the XML library that is hiding this bug. The library saves syntactically correct cached versions of syntactically incorrect XML files, so we see the error the first time, but then never again. So if a dev has some errorspam and only read the first error, he may never have a chance to read this error and is mislead to believe that the XML files are syntactically and semantically correct and commit them. Hence I propose to only save the syntactically correct cached files if the XML files were syntactically correct as well in D1574.
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Why does this excess > not error out on linux???? Edit: while other syntax errors are shown in the same way as above
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One can't chose the installation folder in the windows setup?
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https://code.wildfiregames.com/source/0ad/browse/ps/trunk/LICENSE.txt -> /binaries/data/mods/*/art -> https://creativecommons.org/licenses/by-sa/3.0/ Most importantly This means the artwork based on our artwork may not be distributed under a different license. But noone can stop you from distributing your original work under the license of your choice and separately distributing the remix of Wildfire Games work under that creative commons license.
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There are two conflicting philosophies. One is that people should first chose the map and then the other settings. If they want to change the map, then they have to change all other settings again, because it's the map that can come with defaults. The other philosophy is that maps adapt to the user wish and that they can be changed like every other setting independently. The first thing is done by Scenario maps, the second one by random maps and skirmish maps do a mix of both. The civ selection on skirmish maps in particular may be persisted, but those 2 philosophies clash in several places.