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andy5995

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Everything posted by andy5995

  1. Not wanting to go too far off-topic here, but you can also get heightmaps from existing skirmish maps for use in generating random maps. For example, when Jebel Barkel is generated, it imports a pmp file: g_Map.log("Loading hill heightmap"); createArea( new MapBoundsPlacer(), new HeightmapPainter( translateHeightmap( new Vector2D(-12, scaleByMapSize(-12, -25)), undefined, convertHeightmap1Dto2D(Engine.LoadMapTerrain("maps/random/jebel_barkal.pmp").height)), minHeightSource, maxHeightSource)); One application for this method is that if you have a 2v2 skirmish map for example, one might create a random map that allows more flexibility with the number of players, using the same terrain as a nice skirmish map. There's some extra info in trac ticket 4816.
  2. @JammyjamjammanI think we could safely add some more decorations or buildings. A non-capturable Gaia-owned wonder in the middle for instance? Maybe a few more hills?
  3. @Lion.KanzenFor requests, I think the best way would be to open per-map tickets on the community maps 2 repo. I wasn't really planning to start taking requests... I just saw alre's message and figured I could make a quick fix. But... yes feel free to open a ticket on the repo if you notice a map that you'd like to see improved and me or someone else may do something with it.
  4. I just modified Frontier for CM2. @alreDo you think this would be enough wood? Do you notice a significant difference?
  5. I'll probably wait until after it's released into the next version of CM2 and gets more play-testing and feedback, and after my pending patch for team placement on Mainland is merged into a26. Alternatively, if you'd like to submit the map as a patch for a26, I could assist you with that if you need it (I doubt you'd have much difficulty though since you already have programming experience). Right now it can be played by cloning the git repo into your mod directory. Something like `git clone https://github.com/0ad-matters/community_maps_2.git community_maps_2-git` will clone it and give it a directory name that won't conflict if you have the current release of CM2 installed. Would you recommend I rename the map to Yekatarinburg?
  6. Good idea! I have no idea how to do that though, or what textures I should use. Can anyone tell me how to do that, or make a pull request? The code is here. Ok, so to work around that fair point, I created a version with higher water (so docks can be built) but gave it a different name. It's called @Yekaterinaville. And both versions are in the community maps 2 repo.
  7. This new random map will probably get into the next release of Community Maps. It's mostly Mainland with some elements of Latium added. The res and trees, etc. are the same as Mainland vanilla. Any suggestions for it? Other opinions?
  8. Even if the words by themselves, or the language could be considered completely inoffensive by some, the meaning is clear and clearly intended to be offensive, antagonistic, or troll-like. Even if you put those points aside on the basis of cultural differences, that server text is just completely off-topic for a server list, not at all descriptive of the game being hosted, and can be considered spam.
  9. D4303 and the Mainland TG map I mentioned includes a "random" team placement option that Frontier and Ambush has as an option now.
  10. And for those who aren't familiar with the "Beside Allies" placement yet, @Palaiologosis displaying that in the 3 examples on the left side of this graphic. It's available using the Mainland TG map from the Community Maps 2 mod, and submitted as a patch for a26 in D4303 So if you like the new "Beside Allies" placement, please let the devs know in this post or on the patch itself.
  11. Cool. When you're done, feel free to submit a pull request.
  12. I think a quicker and easier solution would be for a lobby admin to ban a player hosting a game that uses language which violates the TOS or COC
  13. There's a working version of this map in Community Maps 2, but is there an updated version?
  14. I did some checking with unmodified Frontier and Ambush from A25. Looks like sometimes the bases might wind up on on the border Results: Frontier 4v4 Medium setup - ample space between player and border Ambush 4v4 Medium setup - ample space between player and border Frontier 4v4 Medium (2nd try) - player on border (see screenshot below) @Stan`Do you think a ticket should be created for modifying how stronghold team placement is done? @Palaiologos I created a ticket for that.
  15. Some extra info: Mainland TG in community maps is using the stronghold code that's currently in a25. Me and Jammy haven't modified it, just appropriating it. Only Frontier and Ambush have the stronghold option in a25 (that I know of).
  16. Just chatting with @Palaiologos, he's suggests the distance from the group to the map border may need to be increased. He tested using a patch (on Mainland), but the stronghold placement is currently available with Frontier and Ambush on a25. Anyone else ever had a problem with the distance?
  17. This is now in v0.25.5 of the community maps 2 mod available on the Mainland TG and African Plains TG map (with the exception of the 'Circle' option, already provided by stock 0ad). The D4303 patch for 0ad will include this if it's accepted.
  18. You're welcome. I've pushed the change to the repo and I'll edit my OP. Thanks for the suggestion @Ceres
  19. I created a fork of the Balanced Maps mod by @badosucalled Balanced Maps 2 Description: A collection of balanced maps that are especially designed for competitive play Releases The first version I released (v0.25.0999) I just tried to get *some* maps to work. Some maps are still not loading depending on the biome selected. Temperate seems ok. I've done very little testing myself so far. Open a ticket if you notice anything serious
  20. Actually nevermind. @Freagarachsuggested using something like what's done for team placement in the Frontier random map
  21. So I'm working on this patch but I have no idea how to get the value of "EvenPlayerSpacing" from mainland.json for use in mainland.js. @nani or anyone know?
  22. I moved this map to the Community Maps 2 mod (v0.25.4) I also submitted a patch that would add this map to vanilla 0ad.
  23. The dock does not appear to be attached to land. This was on the Schwarzwald map, with no mods enabled. commands.txt metadata.json
  24. It appears that it was accidentally removed by me yesterday. It wasn't part of the 0ad distribution but part of the original Community Maps mod. So I re-added it and issued a new release of Community Maps 2 (0.25.3).
  25. I was updating the Community Maps 2 mod and wasn't sure what the equivalent is for disableGarrisonHolder (because I'm not sure what exactly that is supposed to do). Is this change correct?
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