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Posts
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Posts posted by hyperion
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7 hours ago, ShadowOfHassen said:
So I have a GitHub account, would it be Ok to put it on Github and then open a forum post to have people discuss what they thought? Then you all can decide whether you want it in the game.
If this is about history tags then I'd welcome it.
The reason for dropping the ones there were was they were filler mostly like "this is a Roman stable, full-stop" and the like as I recall. So if you get it were they have substance and our historians are happy with the quality I don't see a reason for it no making it into the main game in the end.
I suggest start a mod and limit yourself to 1 or two civs first and try to get the attention and feedback of the historians early.
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I'm not keen on updating yet as some of the packages for which bugs are filed for I depend on which makes testing somewhat tedious. Anyway thanks for the report.
@phosit told me he might have time over the somewhat lengthy weekend.
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Version 10.0.0 is apparently hard masked on my system, reason being it breaks lots of packages. Do you have an older version available?
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That line appears wanting to format an int which should be fine ...
What version of libfmt do you have installed?
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Had SM 102 checked out
For SM 91 it's obvious why it wouldn't work.
Attached patch should get you past this error.
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I only have clang 14 and 15 installed, will take a while to build clang 16 ...
Edit: Anyway you might want to file a bug on trac and mark it as release blocker in the meantime ...
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Checking spidermonky sources "build/moz.configure/flags.configure" it looks like it possibly doesn't recognize clang-16 as clang, maybe try
CXX=clang++ ./update-workspaces.sh -j8
instead.
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22 minutes ago, Yekaterina said:
This is how stan found a forum account that I have only used three times and managed to merge it into me with Sevda
Would be nice if he could spend time more meaningful for the project.
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5 minutes ago, Lion.Kanzen said:
It is not that easy, especially it can generate bugs but at some point the team will have to deal with including it.
It's already there, used for some bushes on some map. Using it for all will break forest-nothing type maps and isn't really what people expect me thinks.
So up to map creator.
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If it's a war crime go report it to Den Haag as supposed to in a lawful society, I for one think I'm playing a game here.
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18 minutes ago, wowgetoffyourcellphone said:
Yes, this should change IMHO and I think there would be broad support for changing it.
Similar palisades and outpost with neutral territory as a hotfix for A17 ...
PS: A17 isn't a typo
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How did you try to install the mod? There are a lot of wacky procedures circulated here.
Maybe first just
Quoterm -r /home/xxx/.local/share/0ad/mods/autociv
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2 hours ago, rossenburg said:
Automating fighting is a bit too much.
We still lack an AI that can play competitively and this likely won't change
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1 hour ago, nifa said:
Thanks! Here's the mod
So far it only adds the new one for romans
Thanks as well!
Some tips for packaging a mod:
- Mod is named palisades (lowercase (good)) in mod.json, so should live in a directory palisades (lowercase), only some windows filesystem don't care about case.
- Mod (the zip archive) should not have a root folder "Palisades" to allow installation via drag and drop / open with ... / as argument to 0ad on CLI.
- Naming convention is <mod name>-<mod version>.zip, ie. palisades-0.0.1.zip
- Mod version ideally gives a hint as to which alpha it's compatible with, ie. 0.27.0 would be a decent pick, then the next iteration for the same alpha would be 0.27.1
Guess only the second point is really important as it allows to share mods with everyone and not just tech savvy people.
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Looks so much better that I personally wouldn't care about the performance and use it if you provide a mod
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1 hour ago, wowgetoffyourcellphone said:
Then I guess I don't know what you want. The effect remains the same.
Should be placing foundations as well.
@LetswaveaBook, there quite a few aspects you haven't clearly outlined, like how are placements triggered, how are resource cost handled, outlaying algorithm etc. Anyway I don't see a way to abuse current mechanics to do what you want, so you will inevitably have to write some code. If you limit yourself to the special case of placing farms around a farmstead this doesn't seem all to difficult tho.
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12 hours ago, Vantha said:
As I said I admit that garrisoned units getting damaged would be dumb. But what if units get damaged whenever the building collapses?
I wouldn't call it dumb at all but something deserving a fair discussion, fire damage could be changed to damage garrisoned units to sell it as plausible but then people will pop up and request torch throwers, so I'd rather not
As for units getting damaged on collapse, I don't think that's helpful in making turtleing actually useful but still beatable across all skill levels. To get there I'm pretty sure all civs need some ranged siege and repairing needs to cost some resources.
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28 minutes ago, PedroLopes951 said:
Any sugestions ?
Seems it can't find mod mod or public mod, check your logs for further hints.
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1 hour ago, Vantha said:
It always feels wrong to see an entire building collapsing and then all garrisoned units standing on the debris completely unharmed. It would be accurate and realistic to have the units take at least a little bit of damage from the collapsing building. So here's what I suggest, two possibilities:
There is something called EjectHealth, so units get ejected even before collapse. If they can't be ejected they die, example ship far off shore. Works currently exactly as title requests.
"Accurate and realistic" is a broken argument, it doesn't care at all about play-ability and could even be used to argue for the opposite just as well, like who in their right mind wouldn't evacuate before it's to late ...
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2 hours ago, rossenburg said:
agreed this should be a major concern for now i think
Even then, the one hosting still gets all messages.
3 minutes ago, Helicity said:The password of users is also stored in user.cfg and mainlog.html but scrambled. I'm suggesting using the same scrambling algorithm on the IP addresses.
Scrambling ip address, so the mainlog can be posted as-is is somewhat reasonable, but it won't help at all to prevent users to get the ip of peers.
The question is are you willing to pay for playing online, if there are enough such user then having dedicated servers might be an option. Then some "cheating" can be fixed, notably the quit rated game one.
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One could make a case that easier means one less item where players can make a difference to their peers. I don't particularly care here.
If you add this then the question how the handle other "conveniences" such as cancel / pause / reorder not just theoretically but with an intuitive UI needs an answer.
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1 hour ago, Stan` said:
I think it was for the validation script (entvalidate.py) to be able to run.
Not sure why @wraitii added the js files though.
The advantage of it being a copy of public is easy to review patches and for them to be easily backported to vanilla.
I agree with @causative that a filter when building the mod for mod.io would be reasonable, tho I'd build it around git diff --name-status
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5 hours ago, Palaiologos said:
Please explain this relation since I have trouble comprehending. Shouldn't the default simply be "baked in" at 0? The additional height is not accurately reflected in the range or it is???
A hopefully simple example:
Little Alice and little Bob are playing ball on top of Eiffel Tower. When passing the ball to Bob he fails to catch it and Alice shot falls all the way to the ground. Grown Robert picks up the ball, and has he is a grown up he has further range and is able to throw the ball all the way back to where Alice is if she where on the ground. Is Robert able to pass the ball back to Alice?
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1 hour ago, alre said:
Do you mean the circles visible around selected towers? Because those cannot be reliable with this engine.
Well, they wouldn't be just circles anymore. There was a patch for a more accurate range indicator at some point, don't ask me what became of it.
1 hour ago, ChronA said:I think the point is, if towers always have a +13 elevation bonus on top of whatever they get from terrain, why not just bake that into their default range? It changes absolutely nothing about the game balance, but it makes life easier for data miners and makes the stat card more accurate at a glance to the thing people actually care about.
Because it wouldn't be correct in the general case as was pointed out, whether this is of concern we can argue about. Just because some people don't understand the relation between elevation and range isn't a sufficient reason in my eyes to throw away what we have tho.
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The "Alpha" label is scaring off new users from trying the game
in Help & Feedback
Posted
0ad doesn't offer a stable API for modding at all.