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Everything posted by elexis
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More importantly there can be valid ways to quit a game. For example if someone has to go for any reason and the others are ok with it. It seems more relevant to rated 1v1 where players quit. That by itself will need some tricky coding to detect leavers reliably (we shouldn't trust any other player account for that, otherwise people will get someone innocent banned).
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Imarok planned in #3806 that the host could chose if players can chose one of four privilege choices. Too bad the motivation has stalled. Perhaps we can scratch some motivation, it will be necessary to implement dedicated servers too (as the former gamesetup controller might leave if its not the host).
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https://trac.wildfiregames.com/wiki/SimulationArchitecture https://trac.wildfiregames.com/wiki/TitleIndex
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Sure, but that message is currently only printed if anyones ready state was reset. So if you browse the 60 random maps to find the best suited one and noone pressed ready, there will be at most one message rahter than 60. It could however show a summary of the changes, so if the map selection changed 60 times without reseting anyones readystate, it could still display only the difference from previous to current map selection. (Just requires one more gamesetup rewrite which we probably would need for the "let everyone setup the game" feature too).
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The second chat column could be used to display which game settings changed however (that would be quite noisy. Browsing through 50 maps = 50 chat messages). This would allow players to see which settings changed (and also allow random maps to change settings without doing it behind the users back). On the other hand that might be so noisy that it's just not read.
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I think I wrote accont instead of account, probably not too far off :-) We add that for everyone who has added a patch. Some have contributed less that what you uploaded. It can be the nickname if you don't want your fullname shown.
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Actually the new horse animations are (much) better than before. (The models too). I was just wondering about some moon walking effect, but there is always a bit of that.
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You wrote a patch and you have an aco@#$% on phabricator. If I get an actual patch instead of an instruction, that would make things easier. I'm still not sure if it wouldn't be the easiest solution to reset upon onMouseEnter. But we will see. Also add yourself to gui/credits/programming.json :-)
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How to show random civ in diplomacy window?
elexis replied to ffffffff's topic in Game Development & Technical Discussion
Seeing the first owned entity, no? (Mostly wondering if there are some giveaways we didn't think of yet.) -
I guess it should be possible to reset the factor upon mouse-enter of the buttons. (Otherwise we'd have to use an ugly global). button.onMouseEnter we have it.
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Agree to reset the tribute factor when clicking on a different resource, not only when releasing shift. Does that also happen with tributing? Guess not. Wanna try a patch? It's in gui/session/ somewhere, likely menu.js Otherwise you could also write a ticket on trac if you don't want to have it lost on the forums.
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Just important to also look at the animation ingame, not only in blender, when the model is moved with the according ingame speed. (I guess no news here) On https://en.wikipedia.org/wiki/Horse_gait we can see speeds of the different movement types. A trot is for 13kmh, but the ingame unit moves much faster, it seems like a fast gallop (up to 50kmh). If we compare the previous model with the new one, we might just figure out exactly what it would need to appear more accurate. I'll test later.
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I have just noticed the new horses. They models seemed more vivid. I didn't do a proper comparison, but so far it looks good. Just one thing I wanted to mention is that the walking animation doesn't quite seem to fit the walking speed.
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(Didnt the CC height change too recently?)
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From my testing its only a different zoom level but the same angle. (Found out by comparing a22 to svn and noticing after some mousewheel scrolling its the same perspective). As I could experience that with a skirmish map I guess it's not the rmgen thing (which also didnt change the rotation iirc). Anyone brave trying to find a revision ID which introduced a change? Guess we could also confirm whether the user config loads the same zoom level from the JS GUI.
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Sure it isnt a configuration thing? That can be configured in the config if Im not mistaken. There was only one change about the starting camera view and that was r20370 | elexis | 2017-10-29 06:29:04 +0100 (So, 29 Okt 2017) | 4 lines But that was only for random maps, not used for skismish and scenario maps. I can notice a different zoom level for skirmish maps for a22 and svn, dunno where that can come from. Doubt its a config change.
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There is also a slowdown on trac, it reports trac ticket updates and commits much too late.
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Often there is impasable terrain on the map in between, or too few terrain. I do agree that it should become easier. (I've always wanted the valid, placeable locations to be green and the invalid ones to be red, so that we don't have to brute-force valid locations).
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So we can flatten an entire forest by placing foundations and deleting them?
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Yves also mentioned that on irc.
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In which case you may want to leave an @bb_ here or a concern on the commit.
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Sounds like playing regicide with the option to disable garrisoning for heroes (which is a bit more entertaining as people otherwise hide them in buildings the entire game)
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(I guess that's a no)
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Just some detail: 500 BC to 0AD (the other 500 years should come in a second part later this century). Thanks for spreading the word :-)