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hyperion

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Everything posted by hyperion

  1. Well, me thinks the biggest issue with walls is placing and repairing
  2. Some blender exporters have a scale factor, might try exporting and re-importing using one of those formats as a quick hack. Never tried myself so might not work.
  3. Alpha channel of spec map can be used for emission with corresponding material definition, eg see basic_glow_norm_spec.xml Another option would be to grab a Kronos ref implementation of PBR shader and modify it to work with pyrogenesis, Vladislav has plans to move to PBR at some point, so you'd be somewhat future proof and have a probably better time using modern tools.
  4. Finite resources are somewhat important for rts, so me think it's up to mapmakers to add more fish (more or bigger patches) if that improves a certain map. One problem is the role of fishing isn't that obvious in 0ad as let's say aoe2, where its used to grow eco faster early on and still not lose all purpose later with fish traps by converting wood to food over time in balance with fields.
  5. Well, for Linux only sources are provided and distributions have to build 0ad themself. Also they wouldn't accept bundled deps and so the situation is different than for Mac where the goal is an all-in-one dmg. If you build for yourself fixing the build script to use homebrew packages is obviously possible. At least you get a working build script you can use as base unlike on Windows where the deps are prebuilt.
  6. All data files are OS-independent so you can just copy them over as long as you preserve the structure, for where to find them, there is the helpful page https://trac.wildfiregames.com/wiki/GameDataPaths
  7. Well, guess you figured out at least 90%, so if you add that and then post in the forum asking for review and pose a question or two, you likely get proper answers for the reminder if you really can't figure it out. I don't intend to target you but there is a rather common pattern here, complain and expect someone else to sit down and do research or do work. So it comes down to if you can't be bothered why should I be. While not absolute, I'm far more willing to help people who actually contribute. As for brilliant ideas, I'm sure all contributors have lots of them, so why would they need others to provide more.
  8. Server side, maybe to much load, try again after a while.
  9. To my knowledge those tarballs are exports of gecko-dev.git and are in essence stripped tarballs of firefox source releases for size reason, the following should work as drop-in. https://ftp.mozilla.org/pub/firefox/releases/102.12.0esr/source/
  10. @Ben Phegan SM-102 just became EOL, meaning it won't change anymore and can be used without it changing right under our nose. So there is no fundamental blocker anymore, ofc needs more testing and maybe fixing. So your findings might be of some help pushing it forward. As for CI, the built binaries they should work on later versions anyway. The issue with newer SDK is it causes issues with opengl, so the new vulkan support is probably the way forward. As for the other build issues, well, not that nice is all I can say, let's hope those patches can get merged sooner rather than later.
  11. The CI uses 10.12 IIRC, that's also the one used for building the releases. Anything newer should work or it's a serious bug. As for SM you might want to try 102, maybe you'll have more success https://code.wildfiregames.com/D5002
  12. For the sake of it I tried, it took me 2 minutes (5 if including compiling and testing) to change the engine to always reveal the map without it being reported to peers. It's ridiculous to claim no one else has done it before.
  13. Indeed, a service meant to play cat and mouse with spam bots can greatly reduce the amount of automated spam. Against humans and the odd spam bot which still makes it through, simply requiring moderator approval for publishing anything will work wonders. Once a moderator is convinced it's a genuine account would be when to removing the needs moderation status. New users often have an issue they can't solve. All those suggested limitations make it hard to get help. Imagine you have to create a dozen post with random requirements before you can actually properly describe your issue.
  14. binaries/data/mods/public/maps/scenarios/_default.xml is the map loaded at startup, which has 8 players and player 1 being assigned Han.
  15. You seem to qualify as a power user and have a clear idea as to what the manual should be like. This makes you more qualified than most. You already found discrepancies, fixing those would be a great start. Adding answers to questions you had as you go might help others in future, doesn't matter if you found the solution yourself or if someone pointed it out to you. The goal doesn't have to be a complete guide like a book by Microsoft for Word. Ofc it's just a suggestion, just that I think you might be a good candidate for this task with your background and interest in atlas. For example for me the canonical documentation is source/tools/atlas
  16. https://trac.wildfiregames.com/wiki/Atlas_Manual If you notice something is missing, please add it yourself, this is a community driven project.
  17. A24 was the only release with that feature and was just reverted right back. There are more, grep for Root in simulation templates.
  18. It's a lot about resources, google in collaboration with blizzard trained an ai for starcraft that could compete with the best players in the world. Lot's of replays from pros and a datacenter for training were the main ingredients.
  19. If farms have maxgatherers 1 you will have troubles putting your 60+ fields into current borders, if you have mines with maxgathers 8 you need to work multiple mines at the same time, often maps don't have a dozen of them in starting borders. Clumping is a strong reason for the boom to push meta, any divergent investment hardly pays off. Even fortification can't be much more than decoration like this or any and all mean of breaching defense becomes impossible. The reason I'm not particularly fond of reducing border radius is you can get most everywhere by building a couple barracks you need anyway. We also had proposals of building storehouses in neutral territory . So if you want to go that route any and all buildings in neutral territory must be objected except for outpost and expansion by other means more limited. About maps, there are those with more scattered resources, try convincing players to play those, no need to change all maps. But I doubt those maps are very popular. Worst case create a map with your ideal distribution and see how it goes, my guess is you will be disappointed by the effect. Another problem with expansion I forgot to mention when I last posted is the CC itself. The cost is to height and the placement restriction is problematic. Basically you put yourself on a backfoot and then due to capture potentially gifting it just away right after. Maybe the civ center shouldn't be dropsite, temple, houses, barrack, stable, fortress and forge all at once so that sane pricing and no placement restriction could be reasonable. Then expansion comes easier and at a lot lower risk.
  20. PvP became a thing due to internet being stable enough at that time, assuming AIs progress to a point where they are a challenge for players a shift back wouldn't surprise me.
  21. Obviously not. You claim there is an issue for the eco to fit into the current starting border, sure you can shrink the border but it's also valid to make eco take up more space. Being able to fit 300 workers into the starting screen has issues far beyond just not enough incentive to build extra CC.
  22. Blind guess, you use a bugged Gnome (mutter) DE. Try alt+tab to see if it updates the confinement region. Edit: https://trac.wildfiregames.com/ticket/6649
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