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Everything posted by Silier
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hi @Dakara. The signup has been closed and matches allready started. Maybe next time
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Hi, had you checked rated game option in game settings when creating match?
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Some little mistakes
Silier replied to Akira Kurosawa's topic in Game Development & Technical Discussion
@(-_-) maybe, but I think that if we use these emblems to distinguish civs and then share them, it is misleading -
@wowgetoffyourcellphone I have actual git version from https://github.com/0ADMods/delenda_est. Have you tried Romans(Principates) ? The other romans are just fine. Build and regrut nothing else, only siege workshop and bolt shooter
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@wowgetoffyourcellphone can you give me link to correct git? Because I am looking to files on git and the second error is still there. And could you please delete cash before trying to reproduce?
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hi, do not know if this one was fixed, but I just tried git version with A23 release and roman bolt shooter gives actor errors on creation ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_food_idle.xml" ERROR: Could not open path biped/carry_food_idle.xml ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_meat_idle.xml" ERROR: Could not open path biped/carry_meat_idle.xml ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_wood_idle.xml" ERROR: Could not open path biped/carry_wood_idle.xml ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_stone_idle.xml" ERROR: Could not open path biped/carry_stone_idle.xml ERROR: CCacheLoader failed to find archived or source file for: "art/variants/biped/carry_metal_idle.xml" ERROR: Could not open path biped/carry_metal_idle.xml and some other upon map start ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/xion_corral.xml" ERROR: Failed to load parent 'structures/xion_corral' of entity template 'structures/scyth_corral_empty' ERROR: Failed to load entity template 'structures/scyth_corral_empty'
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Yes, there is turn rate, but I am not using it now. I am just turning +/- 12 on button click, but I ll probably turn down movement speed for this action so they will get to turned position slower. Currently there is no difference based on side you are attacking formation from.
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some showcase from controll video
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@gaius , I will not send you whole file because I have there another changes and you probably do not want them so: file: /helpers/Commands.js find function GetFormationUnitAIs and rename it to something like this e.g. GetMergedFormationUnitAIs. Now find "formation": function(player, cmd, data) should be around line 612 and use renamed function instead old (you need it to form new formation, reform or merge more formations on command) For rest of not renamed callings, create this function, which is not merging selected units into one formation but keeping existing: function GetFormationUnitAIs(ents, player) { // Separate out the units that don't support the chosen formation let formedEnts = []; let nonformedUnitAIs = []; for (let ent of ents) { // Skip units with no UnitAI or no position let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld()) continue; let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); let nullFormation = cmpUnitAI.GetFormationTemplate() == "special/formations/null"; if (nullFormation) { RemoveFromFormation([ent]); nonformedUnitAIs.push(cmpUnitAI); } else { formedEnts.push(ent); } } // No units support the formation - return all the others if (formedEnts.length == 0) return nonformedUnitAIs; let formationUnitAIs = []; let formations = ExtractFormations(formedEnts); for (let i = 0; i < formations.ids.length; ++i) { let fId = formations.ids[i]; let cmpUnitAI = Engine.QueryInterface(+fId, IID_UnitAI); if(cmpUnitAI) formationUnitAIs.push(cmpUnitAI); } return nonformedUnitAIs.concat(formationUnitAIs); }
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I can show you code if you want to prevent merging of formations when multiple of them are selected.
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@(-_-) I used this in updateGUIobjects, maybe your approach is better, I did not see it whole yet: function updateFormationSelection() { let selected = g_Selection.toList(); let entsAdd = []; let used = []; for (let sel in selected) { let state = GetEntityState(selected[sel]); if (!state.unitAI) continue; let formation = state.unitAI.formationController; if (!formation) continue; if (used.indexOf(formation) != -1) continue; used.push(formation); let fState = GetEntityState(formation); if(!fState){ warn("fState does not exist"); continue; } if(!fState.formation){ warn("cmpFormation does not exist"); continue; } let ents = fState.formation.members; for (let ent of ents) { if(selected.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1) entsAdd.push(ent); } } g_Selection.addList(entsAdd); }
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Well, we are calculating position and rotation and then looking for the closest unit to take it. What is not always the closest unit. If this works, I think it would solve this problem.
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I think aura for that is just enough and fine. Not range aura, but personal. Actually I am working with concept, where every created formation is one click selectable. And it totally breaks if members are under required count of members (what is actually patch in progress derivation)
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I do not think they should not I do not see the point of formations and different shapes and bonuses when they are only grouped in non shape cluster during fight. There is cool looking syntagma, phalanx or tetsudo formation but all magic is gone after engage.
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@(-_-) thanks, I let you know when ready @ffffffff yes, he did great job, but anyway they do not hold the formation while fighting
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I would need some player vs player test before moving forward. Some volunteers?
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Yes, but farms are not build over holes in terrain so basically you still walk on terrain not over farm
- 202 replies
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- a24
- new features
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(and 1 more)
Tagged with:
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No why ? I know there are changes, but D13 is in dev so long ... I am not planning to merging it with something what can be changed 10 times. I ll merge it when it will be out. First I need to come up with global logic which will work in playable state.
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@imperium no crashlog.dmp ?
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So, hands up formations are back !! I am reworking Unit AI to work with formations. So current state looks like: formation members hold their formation position to death formation auras are applied from D1218 formation stops if melee attacked and fight back if not fighting or moving and range attacked goes to the attacker to reach him ( this needs rethink, you ll see why in video ) This is what I need to think how to make it: look for enemies if not attacked by them and attack first based on stances ( yes, formation members can do that, but I needed to disable it for them ) I am currently testing only fighting men to men, so there is a lot of what I need to try. And yeah a lot of tweaking and making things better currently I did. So here is some video about current state (just ignore warnings and errors, they are for my debug): formation rework - state 1 I hope you are excited. Maybe you will see them fightingin A24.
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@imperium crashlog.dmp, and maybe mainlog.html could be good too
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@Itms , when the mode is signed once, is it applied to every next update for the mode? Can it be downloaded even if not signed?
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I believe that If it is the same version (and subversion) of the mod, but only from different source, then you should have no problem because code and stuff like meshes, textures... are the same. So you do not need both. Ponies from LordGood's repo are for A18 I think.
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Will be PA on mod io?
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https://www.moddb.com/games/0-ad/downloads?filter=t&kw=&category=1&categoryaddon=&timeframe=