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nani

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Everything posted by nani

  1. https://code.wildfiregames.com/D1662 As fatherbushido said the way the game player data is stored makes it difficult to or I would say impossible without changing how many things works inside the engine. Most data concerning the number of players is implicit encoded in one sole variable (to "compress" the data) for all players instead of a variable for each. The current limit is a hard 8 players + gaia. From the side of the map's playability: As elexis said, the problem resides in that the current maps just aren't made for more than 8 players.
  2. A list of things I didn't really find in the actors/entity list that would be nice to have: Coral: for the sea floor, there a many types and any would suffice Boulders: the type of big rocks you would usually find at the borders of a beach (where the transition between beach and bluffs usually happens). Usually they have dimension from 1 m to 10 m, can look fractured or not. I would say also different sized cliffs but those are already there but wouldn't work very well with the jagged edges of the map cliffs (most probably not worth it). Bushes (no food type) of different sizes the you usually encounter in the transition from beach to fertile land, similar to dry grass actor already present on 0ad but more bulkier (rounder, taller?). Actors for (dead?) seaweed you would normally encounter on the beach just after the wave "shape" the water leaves on the beach floor. Actor wood log (a natural, one not cut) used for fallen trees on the beach and probably in the inner island. I seem to remember some wood logs get white after being on the beach sun for some time. As for the trees, I wasn't sure what type to use so I went with a volcanic island with Mediterranean climate and added them as a pine type. I used the pine (old one) and pine_black to create the forest. For the volcano on itself I wasn't sure how to texture the upper top part. IMHO it ended up looking like some tomato sauce falling down a pyramid of spaghetti. So, what you think? Pd.: Don't fret it, they are just wish/suggestion. No need to do them
  3. Hallo all, map maker here. After making random generated maps it was time for some skirmish map this time. Here it is. As you can see is the same map as this one but extended to a whole new level! Some players will start at the beach where there is abundance of food and stone, some others at the bluffs where there's abundance of metal and good defense positions. Search the hidden treasures spread throughout the map to gain the upper-hand with those extra resources. The volcano being what it is will be in the middle thus forcing everybody to go by water or the shore to reach the enemy. Be warned, don't touch the lava! Files here (only alpha 24 compatible): Volcano Island (8).pmp Volcano Island (8).xml That's all. Nani. old versions:
  4. Try this https://wildfiregames.com/forum/index.php?/topic/24649-autociv-mod-less-clicks-more-civs/
  5. version 0.7.0 Add: Building selection shortcuts (units possible too but not tested). There are three modes: 1) hotkey : your selection cycles through the buildings of that type. 2) Shift + hotkey: your selection keeps accumulating one by one. 3) Alt + hotkey: you select all the buildings of that type. Hotkeys list: You can add more to the user.cfg list given the genericName of the buildings/entity. Follows the same schema that the placements hotkeys (except for the barracks). hotkey.autociv.session.entity.select.Barracks = "Ctrl+X" hotkey.autociv.session.entity.select.Blacksmith = "Ctrl+N" hotkey.autociv.session.entity.select.City_Wall = "Ctrl+W" hotkey.autociv.session.entity.select.Civic_Center = "Ctrl+C" hotkey.autociv.session.entity.select.Corral = "Ctrl+K" hotkey.autociv.session.entity.select.Defense_Tower = "Ctrl+D" hotkey.autociv.session.entity.select.Dock = "Ctrl+G" hotkey.autociv.session.entity.select.Farmstead = "Shift+Ctrl+F" hotkey.autociv.session.entity.select.Field = "Ctrl+F" hotkey.autociv.session.entity.select.Fortress = "Ctrl+A" hotkey.autociv.session.entity.select.Greek_Outpost = "Ctrl+O" hotkey.autociv.session.entity.select.House = "Ctrl+H" hotkey.autociv.session.entity.select.Market = "Ctrl+M" hotkey.autociv.session.entity.select.Outpost = "Ctrl+O" hotkey.autociv.session.entity.select.Sentry_Tower = "Ctrl+Y" hotkey.autociv.session.entity.select.Siege_Wall = "Ctrl+J" hotkey.autociv.session.entity.select.Storehouse = "Ctrl+S" hotkey.autociv.session.entity.select.Temple = "Ctrl+T" hotkey.autociv.session.entity.select.Wonder = "Ctrl+V" hotkey.autociv.session.entity.select.Wooden_Wall = "Ctrl+E" @Stan` Credits: original author initial implementation https://trac.wildfiregames.com/ticket/1899
  6. https://0ad.mod.io/tower-defense
  7. @faction02 I looked at the errors from that pic and searched in the game code. Doesn't look like is autociv fault and as my mod doesn't touch anything related to "playerState" I doubt it even more. Can you tell what mods version you have at least ?
  8. Probably will add this to my mod in the next version. As historic_bruno said there are already patches with it implemented on trac.
  9. Version 0.3.3 of autociv doesn't work with newest version of fgod for various reasons. Install 0.5.1 (first post to get download link, not in mod.io downloader for now ) and will fix the errors you'r getting.
  10. What you see is probably just a difference in the territory line drawing compared to the real territory that the players have (the real territory are squares not smooth curves)
  11. FXAA just knows the pixels colors so that's the best it can do. IMO it not that blurry, at least, I find it more pleasing that looking at pixelated trees. Unfortunately I can't just add a new option for shader settings as it needs c++ changes. Could make it dependent of some minor/unobtrusive setting like showsky setting so that would turn off/on when showsky does. :(
  12. I tweaked the values to descrease unwanted blurriness. The fragment shader uses version 130 due to one funciĆ³n not being present in 120. I haven't added a check so it will throw an error for older versions :d
  13. Version 0.6.0 Added: Autotrain option. Press Alt+Q hotkey to enable on the selected buildings and Alt+W to disable. **Doesn't have any indicator so you will have to know which has is active and which does not. **Bug: auto-train won't work if the game has a pop-up window active (e.g. lobby). Not fixable for now. FXAA: Anti-aliasing to have smoother edges in-game. Works on all games that can have HDR post process enabled (all?). **Will give error if your GPU doesn't support OpenGL 3.0 or above. To activate you must have Post Processing + Shader Effects settings enabled. Taken from here: http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html P.S: ty @elexis for the autotrain help
  14. That lobby tho looks pretty cool to be honest.
  15. Last game setup settings are always saved but also is the rated option always re-enabled, meaning that some settings like last man standing, cheats, etc will be re-disabled as they can't coexist with rated mode, thus never truly being able to set last man standing mode as a default.
  16. Officially, at least, is still not possible.
  17. @(-_-) you could try a 2d distance field and with primitives then take the distance as a density parameter. For more see this https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
  18. Counters to ram by effectiveness: other rams, elephants, sword units, spear units, women and the least slingers.
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