-
Posts
784 -
Joined
-
Last visited
-
Days Won
6
Everything posted by nani
-
Huramentados (The Philippine "Nake Fanatics")
nani replied to sphyrth's topic in Introductions & Off-Topic Discussion
The video feels like propaganda :/ -
portforward only helps when you are the host
-
Mods can only execute javascript and interact with the c++ engine defined functions. Exactly, why bother with it when you would just do an new js interface function also doing it more safety
-
https://code.wildfiregames.com/D1746
-
0ad engine doesn't distinguish between Z+X and X+Z, never the less, making modal hotkeys like in AOE (like you said) is possible but won't do it for this mod. cheers
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
Yep, added an overlapping hotkey without noticing in an older version but the newer version should work fine (fixed)
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
I dont know what load order the simulation files have. The file might be being loaded after its used or not accesible from that folder, try copying the file where you use it but be careful to not name it the same as the others.
-
Adding new methods to the GuiInterface component doesn't trigger OOS and if you only extract data from the simulation then you can guarantee no OOS as it doesn't affect the simulation
-
Measure the getMultipleEntityState and the engine call separatly. get state is a very heavy operation as it returns all kind of data when you only really need some (you can create your custom get entity state specific data function I guess) if irrc the get state function uses a local cache to increase performance but also gets cleared every new simulation turn as (state data changes) so the cache might not be much of use in this case :/
-
What the GUI needs is scrolling for generic GUI objects, the other options are just duct taping.
-
@wowgetoffyourcellphone
-
wasn't Ctrl + Tab?
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
also https://code.wildfiregames.com/D920
-
you cant set styles dynamically, they are processed when the gui is loaded but there isnt code that handles it when the object style is modified from js you can however change the font and color as xml in the text with js
-
Should be easy, look at @ffffffff fgod mod code, specially at the stats overlay and the statistic window where he added the techs list. As for performance try doing it the naive way and limit it every 1 sec or so, in the case of taking too much many ms try doing partial updates. I suspect the actual rendering of text changing all the time will be the most expensive part so take that into account too.
-
@vinme 0ad uses https://en.wikipedia.org/wiki/Elo_rating_system as far as I know.
-
You have probably changed the contrast or the hdi strength with in the code, usually those are at the end of the map script code, check that.
-
The map browser could be handly for this: select maps clikcing on them -> they get highlighted in special color -> other players could see selected ones -> use them, maybe make option to save list -> ??? Ofc none of this is supported by vanilla but can be done anyways and be compatible with non mod players. svn 24 did some gui code structure changes that could make it more viable altrough you need some time to get used to the new code. You can start trying the basic and see where it goes by making a mod, ignore edge cases and custom config options for the time being.
-
fgod-mod (for 0 A. D. A23) fully compatible with 0 A. D. players
nani replied to ffffffff's topic in Game Modification
Rehost mode is op perfect, ty ! -
Try good old reinstall. Do you have mac ? maybe some new update is blocking 0ad from starting up.
-
metadata.jsoncommands_no_mods.txtcommands.txt Teams: May Gods : @MarcusAureliu#s @nani OPteam : @JC (naval supremacist) superPOSITION
-
Doesn't look like an GPU OOM and more like a depth fighting issue with the transparent objects when projecting the shadows? maybe .... also reminds me of the behavior of the silhouette flickering/disappearance bug, maybe they are both connected to the same issue? maybe ... @vladislavbelov we need your knowledge???? @Mr.lie videos 300 mb 30 sec -.- I know they look good but takes 5 min to download, compress before hand pls (also the forum server must store all these gb of uncompressed data)
-
Known issue, most probably the texture manager loading the wrong texture. I've seen it happen in the GUI, main menu, wall, metal mines, map preview, etcc. The grey is because no texture is loaded. The bolt <-> relic is probably a change from @ffm2 mod?