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Posts posted by Grapjas
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10 hours ago, Seleucids said:
I'm afraid this might have to go to engine level.
I'm pretty sure someone can recompile the game and still play with people in the lobby if all you did was disable a check. Maybe someone more knowledgeable can confirm.
10 hours ago, Seleucids said:You can't really see into other people's mod files without hacking their computer filesystem.
A checksum can be networked, what isn't there can be made. Still leaves the problem above though. But you'd cut out a decent portion of cheaters, untill someone publishes an alternative 0ad build they can install with a simple .exe.
10 hours ago, Seleucids said:which only reports the title and versions of your active mods
It only shows signed mods afaik. Or better said, mods downloaded through the ingame downloader, which is the same thing.
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4 hours ago, Atrik said:
Anyway you might also be one that will start replying with quick claims and insults, I might be guilty of doing it too but better I stop replying to this thread.
Yeah it's gotta be exhausting being obtuse on purpose i guess. It's wasted energy. But now some volunteers have to find a solution to make games fair, which would've happened sooner or later anyway so its not a bad thing persé.
Onto that subject, i think a "no mods" toggle for the host would be nice thats on by default. But im not sure 0ad supports loading/unloading mods on the fly yet, seeing how you need to restart the game if you download a mod. On the other hand coding while playing does live update. Haven't looked into that much yet, and if it's on the cpp side of things im not even going to lol.
Maybe a mod can be made that detects unsigned mods or shows what files people have altered.
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1 hour ago, Atrik said:
if you get satisfaction out of making repetitive tasks that's ok.
I mean alot of games have tasks/routine that come with the genre, but that's not what i said anyway. You still need to adapt to the game and what's happening around you and be faster than the enemy.
1 hour ago, Atrik said:I prefer having time to think when playing rather then just only learning to queue up brain tasks.
And thats excactly the unfair advantage it gives opposed to someone who doesn't use it, dont you see that? You're being really obtuse about it tbh.
1 hour ago, Atrik said:I don't know exactly what proportion of players would actually prefer game with less clicky UI, but it's surely not 0%.
I'm sure there are people that would love to play it. It honestly sounds like total war games are better suited for your RTS itch if all you want to do is slay but w/e.
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3 hours ago, strat0spheric said:
If automating the unit production would be part of vanilla, and hence used by all players there would be even conditions as well. I could also live with that - because it would also reestablish fair competition.
I'd be heavily against implementing more automation into vanilla. It's part of the rts to juggle all balls, economy, warfare and management. Satisfaction comes from mastering those aspects of the game and beat your opponent fairly, meaning either all have the same mod(s) or no one has a mod.
If you feel you need automation to win certain games then you are simply playing against players out of your league. Or if you feel like you are forgetting to keep producing units then you have an area to focus and improve on.
No disrespect meant to any player whatsoever.
I do think you have to be a little dense if you think automating half the game for you does not give you an advantage and isn't cheating though.
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On 02/01/2024 at 3:38 AM, wowgetoffyourcellphone said:
I altered the tracks in the list at the bottom and it works. Yeah, unfortunately there's still no way to change it on a per map basis. Definitely a desire. Either the ambient tracks could be listed in the biome file or this ambient.js file could allow you to do it.
You could probably do it via triggerscripts, you can then control which maps you want what soundtrack on very specifically.
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On 15/02/2025 at 7:36 PM, Stan` said:
Yeah that's intended behaviour.
I know, i was just sharing.delete_projectiles.zip
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4 hours ago, Stan` said:
Anyone tried this ?
Can confirm you can do this via delayed damage cmp, just tested it. Fun fact; only missed projectiles stay on the ground in vanilla (if they have an actor anyway).
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9 minutes ago, Stan` said:
That's for impact actors not arrows, no ?
IIRC the delayed damage cmp does all. Might misremember though, been a while.
Also, I doubt theres anything to gain from this at all if a projectile has no particles tbh.
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You can override the impactActorLifetime in the Attack component. There is also a DelayedDamage component, which I used in grapejuice as a workaround at some point (not anymore though). You're going to have to test OOS cases yourself although im fairly sure when doing it through DelayedDamage component it wont OOS.
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7 hours ago, Arup said:
@Grapjas is this closed or are you making a A27 version ? this mod was a whole lot fun when I tried it in A26 with my friends :3
It's not an abandoned project, i'll come around to it but it's not a focus atm. Ty for the interest
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It can be done in JS.
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19 hours ago, Norse_Harold said:
Yekaterina explained in the past that (s)he has sometimes put a lot of effort into creating alternate identities. This involved imagining and writing down not just different names, but also detailed personalities and biographical information for each.
I thought they did this to just troll and f around, but this is honestly a sign of mental illness in some form. Although taking pleasure in ruining other people's experiences is also walking that line but i digress.
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22 minutes ago, wowgetoffyourcellphone said:
Would love to add this to DE.
Feel free to add it. If you need help lmk.
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1 hour ago, Itms said:
Hi @Grapjas, I signed the mod! Amazing work. I would love to see the sandstorms in the vanilla game!
Thanks alot
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lmk if you need some help or have some suggestions when you get to it, would love to hear it.
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@real_tabasco_sauceYeah i plan to expand upon it with different types of envoirementals in the future with some even having some beneficial effects.
It's technically an template entity with an aura. I made a small component for the moving and spawning, but needs a map script[1][2] i made so that i can control what maps get what types of envoirementals.
Not familiar with the random map gen code but i guess it should be failry easily if you wanted to.
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Big update!
- New structure: Braziers! Ranged units near it will shoot flaming projectiles and apply burning. Can be toggled on or off. While on it consumes 1 wood per second.
- Han civilization is working
- Arcing projectiles! (thanks to @BB code with some of my own modifications to it)
- Improved rearm aura code
- Numerous prop & animation fixes
- Code cleanup
- Better flaming projectiles
- Walls can be built on top of tree's (tree's will be destroyed upon completion)
- Improved tooltips (added ammo and energy stats to them aswell)
- Unit resistance corrections
- Pikeman and spearman cav bonus fixed
- Add bleed status effect to the game (dogs have this now)
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Envoirementals like sandstorms! (just sandstorm for now). They will spawn randomly throughout the game and move around and dissapear after some time.
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Sandstorm effects: Slowly damages organic units caught within and heavily reduces vision range.
- sandstorm maps: atlas valleys, butana steppe, crocodilopolis, death canyon, egypt, golden oasis, hindu kush, libyan oasis (2p, 4p), median oasis (2p, 4p), saharan oasis (2p, 4p), sahel, syria, team oasis, tarim basin (2p, 4p)
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Sandstorm effects: Slowly damages organic units caught within and heavily reduces vision range.
- Probably other new stuff i forgot to note down along the way.
sandstorm showcase
brazier & arcing projectiles showcase
Updated orignal post download links. @Stan`when you have time can you take a look and approve on modio? Also why is my orignal post hidden after edit?
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36 minutes ago, real_tabasco_sauce said:
version 12 is out with no crashes (so far)!
Hmm so it was the walls over trees mod? Interesting.
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21 minutes ago, Norse_Harold said:
I think that isFinished() can be called multiple times when build progress is 1.0, so entsToDestroy is being processed multiple times. I've confirmed this with testing.
It gets called alot throughout when the foundation is being built, but the statement should still only run once. Maybe twice, but engine.DestroyEntity does nothing gamebreaking if the ent doesn't exist anyway otherwise i'd expect it to throw an error.
EDIT: you are right the var should be emptied if it does called multiple times though
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Well, as i said it was more of a prototype code and expected someone to build off of it
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As for entsToDestroy, it doesn't need to be cleaned or emptied because a foundation will just start with an empty variable to begin with and be gone when the foundation has been built.
The new zip below has some fun JS edge case (also why are empty arrays truthy
) going on where it pushes ent twice, not really an issue but it shouldn't regardless.
Also got the shading to mark entities red that would be destroyed semi working aswell (not in this zip tho) but i've honestly got to much projects going on to finish it anytime soon lol.
Lemme know if this one's better and tweak it as you need.
BTW, can't you simply delete my mod (or files) to test if it still happens without?
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The last line in Stan's link is pretty important and different from a "normal" component type aswell so be sure to get that right.
If that doesn't solve it, could you share your code on pastebin or something?
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5 hours ago, real_tabasco_sauce said:
Walls can be built over trees, destroying the trees upon completion
Just a heads up this line should be
if (this.GetBuildProgress() == 1.0 && this.entsToDestroy)
and i also didnt check OOS (probably fine though). Was more of a prototype code.
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Was a bit bored so i made it anyway, lol. Do with it as you (anyone) please. Delete the Foundation file if you want the trees to disappear the moment they start building, otherwise they will only be deleted until the wall is done (to prevent exploits?).
Btw, the tooltips like "cannot be built on another building or resource" for walls aren't working in vanilla. A project for someone else
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7 hours ago, real_tabasco_sauce said:
Ok great, i'd like to hear suggestions. I haven't done anything in the components related to resources and foundations.
You could probably do something like replacing this line with
let collisions = cmpObstruction.GetEntitiesBlockingConstruction();
then check if those entities are a tree class (or whatever class it is) and pass ret as "success".
Not sure if that would delete the trees but if not then you probably need to tweak the commit function in foundation or the IsFinished() function if you only wanted them deleted when the building is done.
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Improving the AI
in Game Development & Technical Discussion
Posted · Edited by Grapjas
IIRC someone was working on improving AI and making personalities for it. Not sure how that progressed, havent been on IRC for some time. His name was jcwasmx96 or something like that.
Edit: he hasn't been active since may 2022 it seems.