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fatherbushido

WFG Retired
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Posts posted by fatherbushido

  1. There is a run.xml sound group. So it's a mistake or it is intentional because the current run sound is bad or it was intentional because we previously didn't have that sound or any other reason.

    Thx for noticing.

    EDIT: ah in fact you point out something. There is actually no move (walk or run) sound emited, isn't it? (quick impression: we'd need to give the sound when selecting move animation in  UnitAI (and also saying explicitly if it's the run or walk one in UnitAI.prototype.SelectAnimation as done for the animation).

  2. "For example" is a reference to that other post.

    I just mean that those things were designed, that there is such a list, that those animals are not finished (missing animations, sound, ...) at all. Moreover domestic, wild and things like that are already well defined (it has gameplay and code implication).

    • Like 1
  3. (Perhaps also people shouldn't spread rumors like there is nobody who do that, there is no clear vision, there is no design doc and so on. Lies become true when they are said too often. Divide et impera.)

    • Like 4
  4. @Nescio: I agree with you. But "alpha".

    I can be ok with Increase "pikeman pierce damage from 3.0 to 5.0 " even with "Increase pikeman pierce damage from 3.0 to 10.0but also with "Decrease pikeman pierce damage from 3.0 to 1.5 ". All that are experiments. I would like to see many (even conflicting) experiments.

    The matter is to decide what is worth to experiment and what isn't. The good news is that in any private mod or in any shared mod we can do those experiments.

    For the 'public mod' the main constraint is to keep a clean state where we can develop things. (If we don't have a full tree of technologies, it's also perhaps because it's a bit early to finish that without all the requested features. That's the easy and nice part of the job). At least, it's my personal point of view.

    Discussing about all that is a bit complicated as often people have too much biases. I already said that somewhere but I don't try to contribute/develop my own game. I just try to contribute to the creation of @Wijitmaker and rip Ken Wood, taking into account all what was discussed meanwhile.

    The main issue currently is just to let people actually do their task.

    • Like 4
  5. WARNING: JavaScript warning: gui/gamesetup/gamesetup.js line 1990
    reference to undefined property g_GameAttributes.settings.PlayerData[playerSlot]
    ERROR: JavaScript error: gui/gamesetup/gamesetup.js line 1990
    TypeError: g_GameAttributes.settings.PlayerData[playerSlot] is undefined
      openAIConfig@gui/gamesetup/gamesetup.js:1990:3
      updateGUIObjects@gui/gamesetup/gamesetup.js:1925:3
      setReady@gui/gamesetup/gamesetup.js:2199:2
      resetReadyData@gui/gamesetup/gamesetup.js:2223:3
      handleGamesetupMessage@gui/gamesetup/gamesetup.js:1260:2
      g_NetMessageTypes.gamesetup@gui/gamesetup/gamesetup.js:134:22
      handleNetMessages@gui/gamesetup/gamesetup.js:1609:4
      onTick@gui/gamesetup/gamesetup.js:1590:3
      __eventhandler353 (tick)@setupWindow tick:0:1
    GUIManager.cpp(109): Assertion failed: "0 && (L"Tried to pop GUI page when there's < 2 in the stack")"
    Assertion failed: "0 && (L"Tried to pop GUI page when there's < 2 in the stack")"
    Location: GUIManager.cpp:109 (PopPage)

    Call stack:

    (0x55c5ac899f8e) ./../0adpublic/binaries/system/pyrogenesis(+0x5f4f8e) [0x55c5ac899f8e]
    (0x55c5ac8383c9) ./../0adpublic/binaries/system/pyrogenesis(+0x5933c9) [0x55c5ac8383c9]
    (0x55c5ac83a2e2) ./../0adpublic/binaries/system/pyrogenesis(+0x5952e2) [0x55c5ac83a2e2]
    (0x55c5ac7a7056) ./../0adpublic/binaries/system/pyrogenesis(+0x502056) [0x55c5ac7a7056]
    (0x55c5ac7ffef7) ./../0adpublic/binaries/system/pyrogenesis(+0x55aef7) [0x55c5ac7ffef7]
    (0x7f657c05dfee) [0x7f657c05dfee]

    errno = 0 (Try again later)
    OS error = ?


    Abandon

     

  6. 7 minutes ago, DarcReaver said:

    But still. If the dev staff would actually at least use one of those concepts as a base game this would be honestly a huge milestone. But obviously it's better to stick with an unenjoyable mess than to make soemthing out of the potential. Also, see below.

    tbh after the announcement of AoE II DE, AoE I DE and AoE IV I don't see much reason to work on this unless the dev staff gets their guts together to build something different than a mediocre AoE clone. I said it in the past that it's a waste of time, remember guys? And no, I'm not sarcastic at this point. I'm pretty disappointed tbh.

     

    7 minutes ago, DarcReaver said:

    This comment was extremely rude. This attitude breaks communities and ultimately damages the project you're working on.You pretty much showed that you have absolutely ZERO apprecation on wow's hard work on DE, and opposed to vanilla 0 AD it has a proper gameplay concept behind it. If someone on my staff in Eastern Front would show this kind of attitude would be kicked off the team immediately, unless a proper apology and reasoning is given - and the issue would not be repeated again.

    Rudeness is a relative concept.

    • Like 1
  7. 2 hours ago, The Undying Nephalim said:

    Another question, sort of similar to one of the last ones I asked.

    Is it currently possible to make it so that a worker places a building and then the building continues to build on its own without any interaction from the worker? A natural example is the Protoss summoning their buildings in Starcraft.

    Seems doable but that would need few lines of script.

  8. 7 hours ago, The Undying Nephalim said:

    I've got a few questions to ask before I begin working on the next civ for the game:

    1) Units switching modes. Would the best way to go about this be how siege weapons are done, with unpacked and packed states? I want a unit that under normal conditions walks around slowly and can attack, but can be triggered to roll up and move very fast, with no line of sight and no ability to attack. Is there any other way to pull this off, or the siege engine toggling the best and only way?

    Using the Pack component doesn't seem a good idea. Indeed, as I tried to explain in another place to another person, the Pack component does more than it seems to do (such an unit has a specific unit AI behavior).
    If you really want to do something like that, some modders used the Upgrade feature (with an entA -> entB, entB -> entA upgrade schema). (Though it has an hack flavour.)

     

    Quote

    3) I might be doing this wrong, but can a building or unit have more then one upgrade option at a time?

    It should (it was sold with the feature).

    Each one should have a name.

    • Thanks 1
  9. Quote

    Yes this is a must to fix. It would be pretty immersion breaking if a Gohma hive is captured and can suddenly spit out Larva for the Hylians. I'm not sure how to disable training from captured buildings. I was under the impression the civ definition in each unit's template file limited them to specific civs but it seems that's not the case. I suppose I could just make it so no buildings are capturable in the meantime.

    There are many things possible:

    - to have the ability to train other units, just repalce the {civ} attribute in ProductionQueue list of said buildings

    - to capture and change to the matching civ model, in the capturable component, when changing ownership, you transform the current entity to the matching one in the other civ (and destroy it if no one match), that would require template naming policy.

    - to disable production queue of capture building,  in the capturable component, when changing ownership, you transform the current entity to the same one with a special filter which disable production queue.

    • Like 1
  10. 27 minutes ago, Nescio said:

    Two more structure template questions:

    36. How does “TerritoryInfluence/Weight” work? (Is a higher weight better or not? Does it decrease with distance? etc.)

     

    37. What does “ResourceSupply/DiminishingReturns” (template_structure_resource_field) do?

    37. It was simplified some months ago. Currently the diminishingreturn is the factor applyed to each added gatherer on that resource (intended to be <1 but >1 works too).

    So if you have a DR of 0.5. The first gatherer gather at full rater, the 2nd at 0.5 rate, the 3rd one at 0.25 rate, ...

    • Like 2
  11. 44 minutes ago, Nescio said:

    35. Which files do I have to edit to change minimap colours (terrain, resources, etc)? Finding a blue unit (player) on a blue background (water) is occassionally challenging. Furthermore, I'd like darker colours for mines to improve their location visibility.

     

    You can look at binaries/data/mods/public/simulation/data/settings/player_defaults.json and to the templates related to your needs, see for example https://code.wildfiregames.com/rP19819 (but I don't know if it's exactly what you want, perhaps you'll have to look to hardcoded things in cpp code).

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