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Posts
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Posts posted by Grapjas
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16 hours ago, wowgetoffyourcellphone said:
Indeed. On skirmish maps, non-Iberian players can get the FOW lifted where the skirmish replacer Iberian walls had been placed. Would be nice if this were not so (perhaps when the map is loaded vision can be initialized after the skirmish replacer units have been set, or something).
It's pretty much the only thing that keeps my mod from being entirely automated. I already have the code finished to do all the location mapping automatically but i cant use it because the previous spot will be visible without a manual workaround. Maybe one of the devs want to make a function in the future for us to reset exlored areas, but i'm sure they are busy enough as is already. Still hoping though
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Small update. Added a new variable to a map's script:// Setting this to true returns player entities to their original spot before randomnization (useful for atlas). var g_atlasEditor = "false";
It does what the comment says. I also recommend loading in TriggerHelper.js in your map's xml file so atlas editor can open the map without any errors. Check my maps in the mod as examples. Updated the OP download.Not relevant anymore.
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12 hours ago, kangz said:
he is a rapper and calls himself nibbadick. whats the issue?
If you don't see the issue you are likely a part of it.
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@MarcusAureliu#s If you could host it either friday or sunday i'd like to join too, saturday is the only day i can't. Otherwise np, have fun!
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4 minutes ago, nifa said:
I imagine it like having a contract with them, and if you can't pay they just leave.
I think a better solution would be that the mercenaries get demoralized, meaning their stats (ATT/DEF) will be lowered if you dont have the resources to upkeep them. Im not sure if this upkeep mechanic fits into the game at all though, but it's not a bad suggestion.
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1 hour ago, cowehe8775 said:
In the Alpha version Mercenaries are way to expensive and cost almost as much as champions.
I still like this idea i had about this; Make mercenary cost relatively low at the start of the game and increase the price every time the unit gets bought.
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46 minutes ago, Stan` said:
A24 new flora and A25 new textures
Sounds great, can't wait to check them out
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Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated!
grapejuice_r12_a26.zipgrapejuice_r12_a26.pyromod
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Hi all,
I've made a new map that is actually a remake from a map in Red Alert 2: Yuri's revenge. I've played this map quite alot back then because it was definitely one of the harder maps to play out there. It felt as if the AI was extra aggressive on that map in Red Alert. I really like the layout because you can do pretty much any strategy you like with it. Anyway, here a quick comparison:
This map will be included in my new mod that includes player position randomnization and makes sure that ridges cannot be abused by ships by unloading units over them. I've done my own take on the iber defense on the start of the game which can be seen in the screenshots below.
Download my mod here New mod: Grapejuice - Game Modification - Wildfire Games Community Forums
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Wouldn't a render range (aka render distance) limiter give a decent boost too? Because if we tilt the camera top down you get much more fps then a side view. Or maybe a slider in the menu to limit render distance for x+z coördinates while ignoring height ( y ) from the equation. Just thinking out loud here.
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It's so cool how something of old times that is now a ruin can come alive in 3d art.
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16 minutes ago, Nescio said:
For what's worth, https://en.wikipedia.org/wiki/Camel_racing writes:
Camels can run at speeds up to 65 km/h (18 m/s; 40 mph) in short sprints and they can maintain a speed of 40 km/h (11 m/s; 25 mph) for an hour.
Whereas https://en.wikipedia.org/wiki/Horse_gait#Gallop writes horses can maintain their top speed of 40 to 50 km/h for only a few kilometres i.e. a few minutes at most. If we trust Wikipedia on this, then camels should realistically be much faster than horses.
You are comparing a gallop vs sprint though. A horse can sprint around 80-88 km/h. Which is about ~25% faster than a camel sprint. And obviously the horse has alot more stamina but thats irrelevant for the game.
17 minutes ago, Nescio said:0 A.D. is a historically-inspired fantasy game, though, and gameplay trumps realism.
Well how a game plays is rather subjective. The other prefers realism, the other balance. Either way, making camels slower is more accurate, and balances them well. I dont think you should bend reality just because its a game but rather only if its the last resort to making a solution. Breaking immersion with unneccessary fantasy elements can be a deal breaker to people.
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1 hour ago, hyperion said:
Well the game gets optimized for midland with temperate biome, so high stone and metal cost becomes an issue. Only food and wood is abundant there. So a merc can't cost 100 metal unless you have enough alternative units to choose from.
Well you are still able to trade though. Also might be an idea to start the prices relatively low for mercs, then increase the price a little each time that unit gets "bought" all the way up to a certain (expensive) limit.
1 hour ago, hyperion said:I forgot before to mention pikemen were horribly slow, harming economy and were left in the dust by rams.
I dont know how slow they were, but they are still painfully slow though. Which is fine to me considering how tanky they are
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Hi,
hold ctrl then press right click.
to learn other shortcuts, click menu -> manual.
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21 minutes ago, hyperion said:
Once upon a time camels were slow
I like this. If you calculate camel top speed vs horse top speed irl a camel would be about 25% slower.
26 minutes ago, hyperion said:and the cost of slinger and mercenaries really did hurt.
I like this too. But because you hire mercs they shouldnt cost food/wood in my opinion, just raise the stone/metal price. Even though most people think slingers are OP, i think the balance between archers/slingers/skirmishers is nearly perfect in itself. It's the army with the better mix (or straight up fantasy heal spam) or micro that often comes out on top.
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4 hours ago, Stan` said:
Before installing i get
During installing i get
log
Spoiler12:33:04 woensdag 6 januari 2021: [SDKSetup:Error] Config_Products_Install: Installation of Product Microsoft Windows SDK for Windows 7 (failed): Please refer to Samples\Setup\HTML\ConfigDetails.htm document for further information. Stack: bij SDKSetup.Product.ConfigureRelatedSfx() bij SDKSetup.Product.ConfigureNewProduct(ManualResetEvent CancelEvent)
12:33:04 woensdag 6 januari 2021: [SDKSetup:Info] Config_Products_InstallNew: End installation of new product: Microsoft Windows SDK for Windows 7
12:33:04 woensdag 6 januari 2021: [SDKSetup:Error] Config_Products_Install: Windows SDK Setup (failed): Installation of the "Microsoft Windows SDK for Windows 7" product has reported the following error: Please refer to Samples\Setup\HTML\ConfigDetails.htm document for further information. Stack: bij SDKSetup.Product.ConfigureNewProduct(ManualResetEvent CancelEvent) bij SDKSetup.Product.SetupProduct(TaskMode taskMode, ManualResetEvent CancelEvent) bij SDKSetup.ProductCollection.SetupProducts(TaskMode taskMode, DownloadManager downloadManager, ManualResetEvent cancelEvent) bij SDKSetup.ConfigProducts.DoCurrentTask(TaskMode Task)
Dont know if you need this info but i got the latest .net framework installed.
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hi @nifa, welcome and thanks for sharing!
3 hours ago, nifa said:I would love to have/make a map of the Roman Limes (border fortifications)
Does this mean you're already committed into making this map, or is it available for other map creators?
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I get the following errors when i try to build solution:
SpoilerSeverity Code Description Project File Line Suppression State
Warning C4459 declaration of 'prefix' hides global declaration (compiling source file ..\..\..\source\ps\DllLoader.cpp) engine e:\devversion\libraries\win32\fmt\include\fmt\format.h 1535
Error C2375 'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\waio.cpp) lowlevel c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h 523
Warning C4456 declaration of 'it' hides previous local declaration gui e:\devversion\source\gui\objectbases\iguiobject.cpp 369
Error C2375 'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\wfilesystem.cpp) lowlevel c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h 523
Warning C4456 declaration of 'profile2__' hides previous local declaration engine e:\devversion\source\ps\gamesetup\gamesetup.cpp 288
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 149
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 194
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 201
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 231
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 149
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 194
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 201
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 231
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 149
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 194
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 201
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 231
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 149
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 194
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 201
Warning C4456 declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp) network e:\devversion\source\network\netmessages.h 231
Warning C4456 declaration of 'profile2__' hides previous local declaration simulation2 e:\devversion\source\simulation2\components\ccmppathfinder.cpp 823
Warning C4373 'CCmpGarrisonHolderScripted::SetInitEntities': virtual function overrides 'ICmpGarrisonHolder::SetInitEntities', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers simulation2 e:\devversion\source\simulation2\components\icmpgarrisonholder.cpp 38
Warning C4373 'CCmpTurretHolderScripted::SetInitEntities': virtual function overrides 'ICmpTurretHolder::SetInitEntities', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers simulation2 e:\devversion\source\simulation2\components\icmpturretholder.cpp 53
Warning C4456 declaration of 'profile2__' hides previous local declaration graphics e:\devversion\source\renderer\renderer.cpp 1298
Warning C4456 declaration of 'profile2__' hides previous local declaration graphics e:\devversion\source\renderer\renderer.cpp 1324
Warning C4456 declaration of 'profile2__' hides previous local declaration graphics e:\devversion\source\renderer\renderer.cpp 1344
Warning C4456 declaration of 'profile2__' hides previous local declaration pyrogenesis e:\devversion\source\main.cpp 241
Warning C4456 declaration of 'profile2__' hides previous local declaration pyrogenesis e:\devversion\source\main.cpp 375
Warning C4456 declaration of 'profile2__' hides previous local declaration pyrogenesis e:\devversion\source\main.cpp 445
Error LNK1181 cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib' pyrogenesis E:\devVersion\build\workspaces\vs2017\LINK 1
Warning C4724 potential mod by 0 test e:\devversion\source\maths\fixed.h 158
Error LNK1181 cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib' test E:\devVersion\build\workspaces\vs2017\LINK 1
The build solution attempt i made after that yielded something different:
SpoilerSeverity Code Description Project File Line Suppression State
Error C2375 'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\waio.cpp) lowlevel c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h 523
Error C2375 'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\wfilesystem.cpp) lowlevel c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h 523
Error LNK1181 cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib' pyrogenesis E:\devVersion\build\workspaces\vs2017\LINK 1
Warning C4724 potential mod by 0 test e:\devversion\source\maths\fixed.h 158
Error LNK1181 cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib' test E:\devVersion\build\workspaces\vs2017\LINK 1
I use Visual Studio 2019 and the 'Visual Studio 2017 (v141)' toolset. The active configuration is set to 'Release'. I took the code from: 'git clone https://github.com/0ad/0ad.git'
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Yeah i figured. Does this mean what i'm trying to do is impossible though? Repositioning the camera in whatever way? Kinda would make this entire project useless tbh..
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26 minutes ago, wowgetoffyourcellphone said:
Seven Hills
The 7 hills of Rome and the Tiber River before the city was founded. The Fields of Mars (Campus Martius) and the area of the Forum should be marshy. The Tiber should have an island in it.
Have you got some sources/presentation to go with it? Otherwise i'll check when i'll have the time to do it. Thanks for sharing though
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21 minutes ago, Stan` said:
Camera is usually overriden by the map, it tries to locate the cc IIRC https://github.com/0ad/0ad/blob/965f7c7e0afdac1b83c3a31c4fe702cdc1be18cf/source/graphics/MapReader.cpp#L1112
It does so correctly, but because i'm randomizing the positions of players it just takes the old spot where the player was.
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Engine.CameraMoveTo(1000, 800); <-- should be correct, but doesnt work. Gives back 'CameraMoveTo is not a function' even though it's literally used this way in other scripts, like your monitor mod but also in vanilla. Must be a root level issue.
QueryPlayerIDInterface(1).SetStartingCamera(1000, 0); <-- Throws no errors but doesnt do anything either.
Do you maybe have ideas on how i could manipulate where i want the camera to be? It's my only issue left right now with this mod.
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hi all,
I had this idea, lets make a thread for map creators where they can get inspiration from. Many of you probably know alot about history especially around 0ad timeframe, and know about interesting battles that have happened or places to recreate. The idea is to share that information here, so that a map creator can pick it up and start working on it. To keep things clear with a nice overview it's probably best to use a format e.g.:
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Name: Battle of Thermopylae
Type: Historical Battle
- Sources -
Comments/explanation
SpoilerExplain/describe what happened in this section / Unique details that you feel must be included / Typical historical errors made by people (like spartans werent alone, they had allies with them, est around 7000 total)
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If you wish to contribute i'm sure the map creators will be thankful, at the very least i am. Copy and paste the format from above and start sharing (Keep the comments/explanation in a spoiler tag please, for better readibility of the forum). Looking forward to learn some new history.
A few last notes.
- If you as a map creator decide to start working on one of the projects, please call it out in the comments section to prevent more than 1 person working on the same thing.
- If you decide to share a battle/historical place make sure your sources are solid, i learned from battle of thermopylae that alot of sources are not credible and often contradictory. Sometimes more than others you will get fed biased information/stories much like the spartans themselves did.
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3 hours ago, hyperion said:
Why do you need both Unassigned and Removed?
To add to stan's answer, an unassigned player is also useful for making scenario maps where you can spawn an uncontrolled player and then control them via scripts. Example: A historic battle scenario where 2 players are allied, 1 is controlled by the player, 1 is unassigned but controlled with scripts (Also, Petra AI wont do anything without a CC).
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A "psychic" shader mod; development begins...
in Applications and Contributions
Posted
Ya'll do a @#$% ton of work and barely get recognition from it, it's almost a crime. It impressed me while being on the dev IRC chat how many work you all are doing behind the scene, while still helping out noobs like me with small problems. I saw alot of tickets being made/solved/adjusted. So thanks devs for all the hard work so far and getting this next release ready.