-
Posts
1.156 -
Joined
-
Days Won
4
Everything posted by fatherbushido
-
For those things I think you'll have to look deeper in the gui (source/gui/MiniMap.cpp)
-
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).
-
Aura Range Visualizations
fatherbushido replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
It's done like that in Planetary Annihilation. It's easy to do with an implementation from scratch. I will have a quick look if it's easily doable with the current implementation (I guess it is). -
Yes it worked. Now if you want an aura that affect a component of a player entity (for example for pop cap), you need that type.
-
https://trac.wildfiregames.com/wiki/Aura_Templates
-
Thanks Pureon! I hope all that will be done soon ;-) https://wildfiregames.com/forum/index.php?/topic/17224-damage-and-projectiles-fao-programmers/ (4 years later)
-
@wowgetoffyourcellphone if that's the emiter source issue, it will be solved in D921 (what I ref as B1): sound will be emit at a position. But the attack sound will still be in the attacker template, so I guess it's enough and what I ref as B2 is not needed.
-
@Pureon@wowgetoffyourcellphone Your input is needed for the @Mate-86's work on D921. Actually it's simple to have both. Currently, we have a A) sound emited for hit units grabbed from the attacker (attack_impact). We could have B1) a projectile impact sound (always emited, even when ground is hitten) (attack_impact) grabbed from attacker B2) and a sound emited for hit (damaged) units grabbed from the target. (We could reuse for them the previous attack_impact sounds?) (name suggestion? armor_impact?) We first think to only have B1) but adding B2) is trivial (just will need some templates editing then).
-
Ok, I will sleep then.
-
sorry, you guys know.
-
It seems you like that new forum stuff.
-
You can still download it.
-
I was serious when talking of a17
-
@Nescio I read the pdf and go through the different folders. It's a well thought work.
-
Texture error with special types in atlas
fatherbushido replied to fatherbushido's topic in Bug reports
I will try to clean it -
I have those errors when selecting some special textures in atlas (yellow, blue,...) ERROR: Failed to decode texture "art/textures/terrain/types/yellow.png" libpng error: IDAT: chunk data is too large tex_png.cpp(294): Function call failed: return value was -1 (Function failed (no details available)) Function call failed: return value was -1 (Function failed (no details available)) Location: tex_png.cpp:294 (decode) Call stack: (0x562613557e6e) ./binaries/system/pyrogenesis(+0x5dce6e) [0x562613557e6e] (0x5626134f9251) ./binaries/system/pyrogenesis(+0x57e251) [0x5626134f9251] (0x5626134fb0fc) ./binaries/system/pyrogenesis(+0x5800fc) [0x5626134fb0fc] (0x56261355168f) ./binaries/system/pyrogenesis(+0x5d668f) [0x56261355168f] (0x56261354e1b7) ./binaries/system/pyrogenesis(+0x5d31b7) [0x56261354e1b7] (0x562613342d71) ./binaries/system/pyrogenesis(+0x3c7d71) [0x562613342d71] (0x5626132e8fe5) ./binaries/system/pyrogenesis(+0x36dfe5) [0x5626132e8fe5] (0x56261340d43d) ./binaries/system/pyrogenesis(+0x49243d) [0x56261340d43d] (0x7f0a53eac494) /lib/x86_64-linux-gnu/libpthread.so.0(+0x7494) [0x7f0a53eac494] (0x7f0a53bf0abf) /lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f0a53bf0abf] errno = 0 (No error reported here) OS error = ?
-
What about a17?
-
Well, next time, give the mins to look at. (edit: ) Well so 42 boltshooters (!) don't let people come near them. What do you want to conclude from that?
-
I meant 0 H/P/C non splash damage.
-
They should have 0 damage.
-
Hi @Baptman67, you have to create an account on transifex (it's where the translation is handled): https://www.transifex.com/wildfire-games/0ad/ edit: by the way, as you are french, I might recommend you that nice article in french about the last alpha http://linuxfr.org/news/sortie-de-0-ad-alpha-22-venustas
-
It seems there is some fallback to athen in maps/random/rmgen/wall_builder.js You might look at adding your civ to the abobe block in the previous file. var wallScaleByType = { "athen": 1.5, "brit": 1.5, "cart": 1.8, "gaul": 1.5, "iber": 1.5, "mace": 1.5, "maur": 1.5, "pers": 1.5, "ptol": 1.5, "rome": 1.5, "sele": 1.5, "spart": 1.5, "rome_siege": 1.5 };
-
Editing templates is the easy part and could be done in alpha 776543 or in any mod. Providing the feature and the previous code background was the hard part.
-
25. It seems doable by putting those techs as requirements and using pairs or things like that for them.
-
23. It's the full damage * (1 - x^2 / r^2) where r is the splash radius and x the distance. The distance factor is 'continuous' (((quotes for representation of numbers))). 23 bis. I would say it's both. Let's imagine the point we aim. Landing point will be randomly distributed around that point following a bivariate gaussian law (something like the picture above). The bigger the spread is, the less concentrated it is (39.3% of the hits are in disk of the spread radius, 86.5% of the hits are in a disk of 2 * spread radius, 98.9% of the hits are in a disk of 3 * spread radius). For convenience, think that this circle is placed at 100m (and then use proportionality). (Thanks to @quantumstate for having done all those things).