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Everything posted by elexis
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I guess it won't help much if one isn't really involved with programming, but I'll post it for completeness: Essentially one just needs an array of entity IDs that is extended when creating new entities and reduced on OwnershipChange. (entities.push(new_entity); entities = entities.filter(ent => ent != deleted_entity); entities.length). Here the diff that added a population counter to Jebel Barkal: https://code.wildfiregames.com/rP21735#change-8b9PIK4PY3xw.
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Moved the topic, hopefully to the right subforum. I don't see any template in TM that uses a custom resource. @gameboy can you upload the replay? Perhaps a second mod was enabled? I would have guessed gamesetup keeping some information somewhere (e.g. custom StartingResources), but we changed it to not load data of different mods.
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(Ah, I was thinking of this)
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Didn't we have this issue of tf resources not being updated anymore just recently and it was some bug on their end?
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Loadgame and Host game -> forgot to update messages.json, bad, wondering why there are other translated strings in there, likely stem from other GUI pages Lobby "test" -> message sent by server, cant be translated modmod.js: toggleModButton.caption = listObjectName == "modsDisabledList" ? "Enable" : "Disable"; (not mine) Looks like a24 fixes to me
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A triggerscript could also be added in the gamesetup stage. A bit ugly and I don't see a more clean yet equally easy solution. One would have to add a new file to gamesetup/ and replace the launchGame() function with a function that adds the triggerscript and then calls the existing launch function, maybe. One problem with automated spawning is that one have to track the number of units spawned, otherwise it can easily become too many.
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The hardest part is to rewrite a substantial amount of the codebase to make dedicated hosting work that way, parsing JSON isn't. Copy the content of that file over to https://jsonlint.com/ and you get the contents a bit more readable. Then with any programming language of your choice that can be parsed using JSON.parse(contents).property1.property2 or similar. Perhaps it were nice to have JS code resulting in a way to display the metadata file in the browser. But that still doesn't give one statistics linked throughout multiple matches. There was also some imagination about an online replay space, few screenshots of the replay would be taken automatically and at the end of the match, players could type their experience so that they and other possible viewers of the replay in the future had a way to separate the interesting from the boring replays.
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> You do not create a counter system to balance OP units, you balance them all then make sure each got their role. There is the property that every unit has a counter which should rule out a single unit being able to become OP, such as the examples you mentioned. Also for the OP history part, you forgot Ptolemian Camel rush until Alpha 19, Mauryan Yoddas downing buildings like sword cav did, champions having had values like 70 attack, invisible bolt shooters with massive crush damage, ships that fired up to 43 arrows. I don't really think that skirmishers + spearmen are the only choice in alpha 22, nor how the relative cost would improve it. I'm just waiting for the day where the opponent might be scared by you if you built the hard counter to his massed units that can wipe out his entire army, even if outnumbered.
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Please remind us in alpha 24, we could have easily committed that
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I'm not sure if this actually fixes or minimizes the problem, because if a unit is OP, then it is stronger in the same numbers. So it is also already in effect before the cost become apparent. There is the problem that some units can be in comparison much more better or economic and there is the second problem that massed units can become invincible at some point. That's mostly Lanchesters Law, no? skirmisher spam + melee as fodder sounds good, no? Add the counters where missing and it should work out in theory. It does in sc2 and aoe2, doesn't it?
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After that OSX bug, we'll repackage, test again and finish the trailer and release announcement. -__-
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Did you run clean-workspaces.sh after installing/updating libsodium?
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Too old or not installed. Check the Build Instructions page for the required minimum version.
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That's true, I've used that trick on Jebel Barkal often when I had only a dozen of units in the CC that could kill an attacking elephant but not the soldiers around it.
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Aren't those gcc 7 warnings and wxWidgets 2.8 not being supported anymore?
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Feature freeze, string freeze, translation freeze, commit freeze and I'm frozen to this chair. The proposed feature reminds me of "hidden civs" feature, so that the opponent can't adapt to the enemies civ and has to scout first. @Wendy22 got some experience with coding?
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https://code.wildfiregames.com/D1475 ugly hack
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According to the error, it happens when starting the game with a victory condition being selected that doesn't exist. I would suspect it's loading the alpha 22 perisst-match-settings file or the file from previously match where a mod with a custom victory condition was active. You can delete the persistmatchsettings file in the config directory and it should be fine http://trac.wildfiregames.com/wiki/GameDataPaths > I met them. Sounds shady
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I would like the wars in the middle east to end.
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I will buy champagne when the rating issue is fixed.
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The screenshot looks exciting. There are some restrictions like 1024x768 minimum resolution and logical constraints as mentioned by the other guys already. If those are met, then the most difficult task would be to position all the elements correctly (figuring out the right X, Y coordinates for each button). The engine certainly supports transparency already, so it should be possible to implement that.
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0AD should be compatible with most recent and the most recent c++ standards and compilers ideally. But if I recall correctly, @Hannibal_Barca could fix the issue by executing "make clean" in the gcc directory, or was it the `clean-workspaces.sh` script?
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@Hannibal_Barca got it too.
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That is correct for the mp lobby. We have decided to prevent people from joining lobby games since a "You likely can't play in that game, are you sure you want to join?" question would almost universally be accepted with Yes and people will not understand what is happening, report this to moderators in the lobby. There should be either some mod.json boolean or it should be derived from the files contained in the mod whether this mod changes the simulation state or not.
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If it remains at a mod, it sounds like it won't be updated anymore once Stan goes out of order. So we should try to find a way to get it into the public mod without increasing the filesize drastically. But I guess it would consume 100mb or more? There are algorithms to reduce the polycount, but it's likely to look odd in some cases. It might be much less effort to try that when comparing it to all the maintenance required throughout the next releases then.