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andy5995

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andy5995 last won the day on October 21 2021

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    Andy
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    Alt

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    https://andy5995.github.io/

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  1. @Lion.KanzenWhat do you find amusing, my friend?
  2. So much death and destruction happens on this map
  3. A new random map that'll get included with the next release of cm2: Stan's Sorrow (some code pinched from the Ardennes Forest map; thanks @maroder) Some of the heights are randomly generated and will be different every time the map loads. Supports 5 different team placements: circle, Beside Allies, stronghold, line, random group.
  4. Me or @Jammyjamjammanwill help if you get stuck. You'll first need to just remove your existing local clone, then fork the repo, then make a clone of your fork. That way, when you make a branch and push, you'll have permissions, because you're pushing to your fork, not the main repo. I hope that helps clear things up a little!
  5. Yes, maintained by Arch Stanton (my other alias). It's a fork, but the original hasn't been maintained since Dec of 2019. I know you've had a GitHub account for a few years, so feel free to make a pull request whenever you'd like it added.
  6. I've only played in the lobby a few times in the past several month, but last night I got called a piece of @#$% by Trashy because I didn't see he needed help while I was building a fort, which I was building near his base to help defend better in the long-term. Called a noob by him, said I wasn't doing anything, and he announced my pop publicly to the enemy team. I can ignore trolls like that easily enough, and I know that there are just gonna be people like that in any kind of RTS or even Internet "community", but it really doesn't make for a fun game. commands.txt metadata.json
  7. @fmmaksThanks for the report. Apparently this will be corrected in the next release.
  8. Thanks. That map is Jammy's Despair, included with the community maps mod.
  9. I don't know if there's already code or a function that does something similar, but here is some code that randomizes the heights over the entire map when its generated: g_Map.log("Generating random heights"); for (let i = 0; i < 100; i++) { let centerPosition = new Vector2D( randIntInclusive (mapBounds.left, mapBounds.right), randIntInclusive (mapBounds.top, mapBounds.bottom) ); let size = randFloat(1, 16); let coherence = randFloat(0.35, 0.85); // How much the radius of the clump varies (1 = circle, 0 = very random). let smoothness = randFloat(0.1, 1); // How smooth the border of the clump is (1 = few "peaks", 0 = very jagged). let height = randFloat(-12.0, 40); let blendRadius = randFloat(10, 16); createArea( new ClumpPlacer(diskArea(size), coherence, smoothness , Infinity, centerPosition), new SmoothElevationPainter(ELEVATION_MODIFY, height , blendRadius)); } var playerBaseRadius = defaultPlayerBaseRadius() / (isNomad() ? 1.5 : 1); g_Map.log("Flatten the initial CC area"); for (let position of playerPosition) { createArea( new ClumpPlacer(diskArea(playerBaseRadius * 1.6), 0.85, 0.45, Infinity, position), new SmoothElevationPainter(ELEVATION_SET, heightLand, 12)); } The entire (unfinished) map code is at https://github.com/0ad-matters/community-maps-2/pull/41/files
  10. I tried to make a geyser particle effect, but I'm not very good with math, numbers, physics, angles, or nature. Any suggestions? This is my code so far g_Map.log("Gush the geysers"); let clGeyser = g_Map.createTileClass(); let num = Math.floor(diskArea(scaleByMapSize(3, 5))); let geyserGroup = new SimpleGroup([new SimpleObject("actor|particle/geyser.xml", num, num, 0, 7)], false, clGeyser); createObjectGroups(geyserGroup, 0, stayClasses(clWater, 0), 100); <?xml version="1.0" encoding="utf-8"?> <particles> <texture>art/textures/particles/water_splash.png</texture> <blend mode="over"/> <constant name="emissionrate" value="200.0"/> <uniform name="lifetime" min="1.0" max="1.3"/> <constant name="position.y" value="0.0"/> <uniform name="angle" min="-3.14" max="3.14"/> <uniform name="velocity.x" min="-0.3" max="0.3"/> <uniform name="velocity.y" min="2.0" max="2.5"/> <uniform name="velocity.z" min="160" max="200"/> <uniform name="velocity.angle" min="-0.775" max="0.795"/> <!-- <uniform name="velocity.angle" min="-2.0" max="2.0"/> --> <uniform name="size" min="0.5" max="1.5"/> <!-- <force y="-0.3"/> --> </particles> and the screenshot shows my current results.
  11. I'm not sure yet about player arrangement. I'll get more feedback about that when I get more to completing the map. In the meantime, I'll make some escape ramps like this so you and your traders will have less to worry about.
  12. @wowgetoffyourcellphonesomething like this maybe (fog temporarily removed for the sake of clarity)?
  13. After I do more with it, I think it'll make sense for it to be circular; but thanks for the suggestion. Square or rectangular maps are fun to play sometimes. Especially for new players I think, because you're more likely to have to worry about what's only in front of you, instead of all around your sides. I can't really speak for a lot of people, but it seems that Latium is one of the more popular maps (and it's square, rectangular land with lakes along the side). I made a few square/rectangular maps for the cm2 mod Mainland Rectangled and Yekaterinaville ; one advantage they have over Latium, imo, is that the biome can be changed. I don't think the dead space in the map preview is a big deal. A pretty low-priority bug. The map preview window is already square with a round thing in the middle, so it seems that if anyone ever wanted to have it change to a square within a square for square maps, it wouldn't be a big change. The code base already supports square maps... it might be more work to remove it, and all the square maps in vanilla. I think it's good to have square maps as an option. Thanks for the feedback. I'd like to improve them if possible. Could you point me to an example from an existing map in the distribution that does something like that? Or tell me how? The code I'm using for cliff painting right now is just g_Map.log("Painting cliffs"); createArea( new MapBoundsPlacer(), [ new TerrainPainter(g_Terrains.cliff), new TileClassPainter(clHill), ], [ new SlopeConstraint(1, Infinity) ]);
  14. Or to be more clear, should I finish it? It's just a "concept" map right now and not very refined. Artistically it could be improved I think, if I had any intention of making a playable, complete map with it.
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