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Silier

WFG Retired
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Everything posted by Silier

  1. No, towers need to be there. You would need to edit simulation/templates/template_structure_defensive_wall_tower.xml and remove GarrisonHolder tag from the file and also from any *_wall_tower.xml inside structures folder. But that will apply to any map you would play with this mod.
  2. It could help to lower the lag but it will not help if units where obstructing themselves from movement. That case would need unit pushing (there is differential somewhere) could you tell at which revision did you play and provide replay? Thank you Edit: and no, it was game's fault, not gamer's
  3. Silier

    Flickering

    most likely revision 23722
  4. Hi, nice work, looking at your last picture, please note that without wall towers, players will not be able to rebuild lost wall section. So after every wall section should follow one wall tower, but it is on you
  5. @Mr.lie hi, could you share replay from that game? https://trac.wildfiregames.com/wiki/GameDataPaths
  6. Number of bones is not an issue. Please look here https://trac.wildfiregames.com/wiki/GameDataPaths to locate your log files with errors. And please if you have issue with specific file, upload that as well. It is easier to investigate what is the issue.
  7. can you upload mainlog with error, they are very helpful when finding out what is the issue
  8. Hi, In formation templates, Animation was renamed to AnimationVariants because that is what it holds.
  9. Hi, possibly fix is proposed in https://code.wildfiregames.com/D2101 in meantime cppformat was renamed to fmt
  10. Hi, All you need to do is save map using menu in atlas and you can choose in which category Scenario/Random/Skirmish when choosing file name try to avoid spaces something like my_map.xml '.xml' part is very important as without it it will not work. Before saving map itself, in atlas pay attention to the map name and if you have ticked Demo checkbox as that will set further category and will not be visible until you choose Demo maps when selecting in game. That should be all.
  11. Network turnmanager runs on the same thread as simulation. There is plan to move network turnmanager to another thread but nobody worked on it recently. For match dissapearing from list, that happens when host disconnects (there is patch for that somewhere). To improve performance so network code has more time, try to lower shadow quality, water settings, disable post processing... in game settings.
  12. Hi @jonbaer, most recent document i could find is https://trac.wildfiregames.com/wiki/PetraBot#DiplomacyManager.x @wraitii you probably know more
  13. Did you install some mods recently ?
  14. hi, I rebuild recent svn locally and atlas did not rewrote itself, so looks like it is up to date. Also I reverted before mentioned patch and did not notice difference. Is there something specific you found ?
  15. 70. 1st you need to modify wallsegment component and template 2nd you need to modify wallplacement code to use that parts 3rd you should modify wallplacement script that places Iberian walls @Stan` just add upgrade component.
  16. So i am asking, why are you talking to yourself ?
  17. Creation of empty Garrison tag removed in https://code.wildfiregames.com/rP23634, thnx Freagarach
  18. Most of the time that is only issue with compiler started by jenkins, not with linux building 0ad. Maybe it gets out of memory or something, logs are not very helpful about that.
  19. i dont know too much about that graphic rendering part. might be because shadows, it needs to be bigger to render shadows of entities out from vision box so one will see them. also that's case for water reflection rendering but looks like normal camera view could throw it away
  20. Hello, If you want to report them please follow instructions in this thread .
  21. Hi @Lictor_Caesar, please follow instructions in and upload replay of the match.
  22. Anything regarding formations I am now trying is clearly experimental far from being usable in current state so may or may not work in final version
  23. Hello, no, there is not option to attack only certain unit. They should prefer to attack siege units. But until they are tasked by player to attack certain target, they respond to any melee attacker when they are attacked and they are not fighting at that moment.
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