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elexis

WFG Retired
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Everything posted by elexis

  1. @The Undying Nephalim can you try to add gui.scale = 2 to your user.cfg http://trac.wildfiregames.com/wiki/GameDataPaths and tell us if it's more acceptable to have those black horizontal and vertical lines on the buttons or more acceptable to not have the options in the user interface? (We have a bugfix for the font rendering if the scale isn't a multiple of 2)
  2. After a tiring day of modeling meshes and animations, a cold bear can cheer one up.
  3. Are you saying it is unbearable? (Sorry I had to)
  4. Indeed that subforum isn't available to everyone and the two graphics should just be posted in the report.
  5. I agree that it is awkward that one unit would speak with two different voices. The performance part might be considered, but likely not problematic. I would suggest to write a ticket at http://trac.wildfiregames.com/.
  6. F9, arrow up, enter, F9 :-P But if we don't consider preparation, we can get down to 0 keystrokes too. There is a 'disable spectator' button, but it's in the options. Someone was working on making that options page accessible from the gamesetup too to make it more transparent.
  7. Much more trouble to achieve casual cheating than needed. It's technically impossible to solve, so I don't care much as a developer.
  8. Unless something is broken autobuilds committed automatically every day thanks to Itms configuration effort.
  9. I'd assume it's a user error ;-)
  10. gameboy which files do we upload when we have a bug in a game to report? I don't see cmpVisual.GetProjectileActor in Attack.js line 554 nor any other JS file. So the file must come from a mod. So some mod kept a modified copy of that file around which should be deleted and 0ad should be extended to cover the use case of the mod.
  11. Windows however does crash when two applications try to read from the same file, so it often crashes seemingly randomly when trying to connect in two windows.
  12. vs2017 isn't supported, only 2015 (and for few more time 2013)
  13. D900 is in svn, but the new factions in terra magna need an update for D900
  14. Perhaps it were the new unit models, they have a higher polygon count. But it would be really important to do a fair test. For instance just starting Acropolis Bay and not doing anything on the same machine that you have right now.
  15. That's the other missing rebase I was talking about, D900. I think the rmgen/wallbuilder file just has to be deleted and the TM civ needs some numbers in the templates.
  16. Well besides the difficulty one can select a behavior (names are currently random, balanced, aggressive and defensive). It is only the first very basic prototype, so don't get too excited. It mostly influences the number of attacks and expansion. But the infrastructure is here and it could be extended each time the AI strategy is extended.
  17. Also, we have AI behaviors now.
  18. We don't add backwards compatibility. If we would do it in general, our codebase would get an order of magnitude greater for little benefit. You will not be able to replay these replays anyway, so you might delete them or archive them elsewhere if you don't want to see the replay menu being unfriendly towards deprecated svn replays.
  19. Joining gameboys request, @niektb can you read terra_magna/pull/7 and if you agree with it press the button so that your guys random maps are working? (Or anyone else feeling assigned to that task?)
  20. Because you have selected a replay that didn't have AI behaviors yet. No problem in the code, just an old replay.
  21. Amongst the 333 lines I didn't see this one indeed: <translate>ALPHA XXII: Terra Magna</translate> Mods shouldn't have to carry a copy mainmenu.xml just for that. DE has the same issue and I wrote a patch for that. It's even wrong for the public mod IMO, as we should only have to change a central file instead of multiple random GUI pages when releasing a new version (http://trac.wildfiregames.com/wiki/ReleaseProcessDraft). A mod version string is also seen in the top panel of the ingame UI. It could be useful in other places too, perhaps in the mod selection page. Having it in the mod.json file would be a central place but would have the disadvantage that it would always display the version label of the topmost mod and also has the disadvantage of having had a flamewar discussion already, so meh.
  22. Also it didn't work with Regicide mode for the new civs. mainmenu.xml should be deleted, I don't see any use for having it but a number of reasons to not have it (it being outdated in many places, most crucially for the mod selection page).
  23. With this diff it would be very easy to do so for all maps. The further resources are moved away from the base, the more they can become exposed. If their location is still randomized, one player might have the resources behind the CC in a safespot, the other one on the front. So it might add to some possible imbalances. Same goes for not grouping stone and metal mines anymore. Ranges and stables add something to the early gameplay, the opponent is rewarded with the information which units the enemy will train depending on the scouted buildings. The effect is more pronounced in AoE2 rather than 0 A.D., since the population growth is so quick that one can quickly afford all buildings (Perhaps we should simply lower the batch training benefit). Another good effect would be freeing up some space in the blacksmith if we would move the techs to the different barracks types. A negative effect of using ranges and stables would be more clicks and more space needed to build a city.
  24. I was seeking contact with Terra Magna developers about that topic. Looks like there are 15 rmgen commits since june that need to be accounted for in the two random map scripts of that mod. For 14 thereof there are adaptations. The 15th looks like @s0600204 might want to show how useful D900 is to mods.
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