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bb_

WFG Programming Team
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bb_ last won the day on December 18 2020

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  1. It won't cause an OOS. Random numbers are all over the simulation and they do no harm in OOS'es. This due to the simple fact that it are all pseudo-random numbers. Basically, there is a set list of numbers, which is randomly created at the start of the match and agreed by all clients, used for all the random numbers generated in game.(The first call of a random function will give the first entry on the list and so on) So all clients will have the same random number at each instant a random number is asked for. Also see https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random You can check your commands.txt which has the random seed in the header. That is how replays keep in sync too.
  2. I think the most important things are the required features listed in the first post. I do would like to add two: - Be loggable on a wilfy server (the actual chat being hosted elsewhere). Like we have with irclogs. (Probably this is possible with most solutions anyways) - Joinable with a little threshold as possible (no account, web based etc.) IRC is fine with me. I have use zulip too for some uni stuff. Works rather well!! Especially like the way how one can use TeX code there. Don't know about the logability and the need for accounts (but one can figure out). A Matrix with some IRC bridge or the like could be an option too. Have no experience with XMPP apart from the MP lobby.
  3. Probably see my inline comment: https://code.wildfiregames.com/D5227#inline-101992
  4. Hi and welcome Baelish !! You are already in the right place to share your map. Just attach it to your post here on the forums. The map (I presume it is a scenario/skirmish type map) consists of two files. one .xml and on .pmp. Maybe https://trac.wildfiregames.com/wiki/GameDataPaths will help you locate the two files. Just zip them and attach them. In order to use them in MP all players should download the map and place it in their local maps directory. The map should then show up in the gamesetup and you can use it. Out of interest: how did you create the contours of the map? Did you use a hightmap of some kind? In that case, what is the source of your hightmap?
  5. There seems to be a bunch of errors before this one. These are about missing templates. Probably not too relevant, but doesn't harm fixing. I suspect you did add the `simulation/data/civs/Adrestia.json` file? What is the value of `Code` you put in? What is the value of `g_Players[g_ViewedPlayer].civ`? You can get that by adding a `warn(uneval(g_Players[g_ViewedPlayer].civ))' just prior to the codeline the error comes from. Also there might be more errors too (which don't seem to fit in the screen). No worries: you can find all errors in the logs (see https://trac.wildfiregames.com/wiki/GameDataPaths where to find them).
  6. It has been so good having you around @Stan. Feeling bad now I wasn't there much for the last 2 years almost. Meeting at FOSDEM and staying at your place on @Imarok and my crazy cycling trip has been a pleasure especially. Going to miss you certainly, but all the best. And be sure to be welcome around any time.
  7. As @Freagarachsaid committing the art makes arcanists' live easier (and as a consequence mine too). The art was made by Lion Kanzen (see the ticket).
  8. Wait for the autobuild tomorrow morning, or revert to rP26521.
  9. Don't particularly like the new default cursor. The old one could have been a weapon-head too, but one could sell it as a pointer too, making it a very universally used icon. The new one is a weapon however you look at it. I don't want a weapon on my screen when selecting a tree!! Besides that: the new cursor is way oversized. Making it feel very clunky too work with. The same comment applies to the new attack cursor (the image is fine there, just make it smaller). I would propose to restore the old default cursor and use the new default for attack-walk instead (that red line is not making things prettier).
  10. For the record, this happens since https://code.wildfiregames.com/rP26393.
  11. Delete your savegames, they have an outdated entry.
  12. I does, since the females are all trying to reach the same point in the field and only moving around eachother, to find a free spot, onces they bump into eachother. Then obviously they need to turn and reaccelerate.
  13. The better values are having some realistic turnrates, instead of the almost insta turns that happen in current svn. What is seen as "clunky" movement, is not caused by turnrates or accelerations at all, they merely highlight the actual issue. Which is "units bumping into eachother all the time".
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