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nani

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Everything posted by nani

  1. There is no way to know if someone is using autociv or any other hidden mod currently and probably is impossible to prevent.
  2. Wait for next windows autobuild to hit SVN or check you are not compiling in debug mode (default for 0ad in visual studio)
  3. Pls compress video, takes too long to load (600 mb size for 3 minhtes is insane XD)
  4. I don't know if the pathfinder has two grids, land and water, or both on the same, in the first case it would be as easy as marking the bridge area as passable for both/one or none. As for the "walking" in the bridge it could be done doing some kind of vertical displacement using the vertex shader for the bridge plane, kind of a simulated height.
  5. version 0.17.1 Add: Minimap flare. Press Alt + Mouse right click on top of the minimap to send a flare signal to allies*. Only one flare can be shown at a time. Observers cant send them. * Will only be visible to people who also have the mod
  6. Not cheat, but what I see is only 7 rams and no army, having 50 skirmishers killing those builders would solve de problem
  7. Some weird halo effect going on in this pic (yellow under the terrain) ps: this game was epic
  8. Yes, its known, the snapping feature was implemented @vladislavbelov and the code grabbed is the first version and not the final added in a24, the final one doesn't have this problem, I just made it compatible with a23. A24 will have the official snap feature which is the improved final one but we must wait for the release or try svn version. If you see here https://code.wildfiregames.com/D2079 you can observe I used the first revision in the history tab of the diff, cheers
  9. Might be wrong but for sreen space reflections you need some kind of deferred renderer and 0ad uses forward rendering so you only have the depth buffer but no the normal buffer, screen space oclusion should be doable tho although limited by lack of normal data
  10. Terrific! Next time enable shadows too and will look prettier
  11. You don't paint water, the water in 0ad is just a big plane under the terrain at a certain z position, you can change that z pos to make it look higher or lower
  12. version 0.16.10 Fix: snaptoedgeOff.invert bug fix when placing a building. thx @Elinvention (I forgot to add a function call somewhere in the code)
  13. Do you have some Intel HD lying around to try to test it? To know which step we need someone who knows some basic glsl with intel hd
  14. I would need to have an Intel HD graphics card given this issue is driver/graphics card dependant.
  15. Yes. Is most probable something to do in FXXA after the edge detection stage code and probably also happens with the fxxa committed recently (I cant test it though). I don't think so.
  16. version 0.16.9 Changed: Snap to edge disabled by default and enabled pressing Alt. Can be inverted in changed user.cfg. Added: Chat text position and size preferences: To change modify to your liking: autociv.session.chatPanel.size = "0 130 100% 100%-240" autociv.session.chatPanel.size.change = "false" autociv.session.chatText.font = "sans-bold-stroke-14" autociv.session.chatText.font.change = "false" @danieljames626 The options to change the chat position and font. I didn't implement that window snapping as it would go too far from the purpose of this mod. So you wanted the chat more centered in the screen and bigger text no? So your user.cfg would look something like this: (moved 300 pixels of the left side and bigger font) autociv.session.chatPanel.size = "300 130 100% 100%-240" autociv.session.chatPanel.size.change = "true" autociv.session.chatText.font = "sans-bold-20" autociv.session.chatText.font.change = "true" All the font disponible in the game are these (is how the game engine handles fonts size -.-): mono-10 mono-stroke-10 sans-9 sans-10 sans-12 sans-13 sans-14 sans-16 sans-bold-12 sans-bold-13 sans-bold-14 sans-bold-16 sans-bold-18 sans-bold-20 sans-bold-22 sans-bold-24 sans-bold-stroke-12 sans-bold-stroke-13 sans-bold-stroke-14 sans-stroke-12 sans-stroke-13 sans-stroke-14 sans-stroke-16
  17. Maybe slingers should be able to make only damage up to a certain point for buildings as realistically they cant take down a castle but do can make mid/small damage.
  18. Fix: Disable "post-porcessing" in Menu -> Options -> Graphics to fix. Cause: The mod also adds "screen effects" like FXXA (antialiasing) + image sharpening + chromatic aberration effects. The code for those effects seems to not work quite as intended for some graphic cards and make the image "pixelated".
  19. If you want I can include this option in my mod (already has little features asked by other players) https://wildfiregames.com/forum/index.php?/topic/24649-autociv-mod-0ad-enhancer/ Just ask there for what/how exactly you want it or what options should have.
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