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nani

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Everything posted by nani

  1. I don't know if this would be a good change (opinion), if I want to know the rating of someone I just read his rating not the color.
  2. Regicide is unpredictable and that is fun. I once had my CC taken down by an elephant Hero (Hannibal ?) at the start of the game which made me lose in just 2 min. Was that unfair? yes, but would that have happened if it were perfectly balanced? probably never. I think, this is what makes the mode (the current regicide) worth a try and also play it.
  3. Yes, if I'm correct @wraitii did a great job implementing this. From what I did get, basically 0ad now uses scancodes (positional) instead of key codes (value based), so that it doesn't matter what type of keyboard you have the keys would be saved internally as the default keyboard and translated according to the current keyboard you have on the fly. So, for your issue, 0ad is doing the conversion correctly, so no need to worry, let 0ad handle it for you.
  4. Yes, added that parameter to the base template template_units.xml but the overlapping still happened.
  5. I tried these same settings but I instead got multiple units overlapping. See for more context
  6. https://git-scm.com/docs/git-sparse-checkout
  7. Might be a good idea to add a survey to the thread so we can vote. And yes, I use it alot. It allows you, in battle, to "restart" the army so it fights units close to them and not chase random ones
  8. user.cfg file somewhere inside a line with "mods" in it
  9. FXAA missing, check what shader configuration file is calling that.
  10. @andy5995 If you look at binaries/data/mods/public/maps/random/rmgen-common/player.js:317 you will see the reason. "distance" property must be put on the "Mines" object not of each "template" type object
  11. That code doesn't tell me anything, you have to track down what line of code actually places the mines then modify that distance for them, there is nothing more to it.
  12. I suggest to keep 30 corpses at least otherwise the gameplay suffers alot (you won't know where your unit died and how many otherwise). Performance only starts getting bad when you have > 50 corpses lying around
  13. What it does is disable units from entering the entity, in the case of the Fert map it was so units can't garrison inside the wonder placed at the center of the map.
  14. Ok, but that still doesn't tell me why sheep, pigs, etc (cattle) units don't behave the same same way normal units do in respect to unit vs unit collisions. Does someone know a 0ad templates wizard who can tell why? @wowgetoffyourcellphone or @Freagarach?
  15. You can use whatever you want. I recommend Visual Studio Code as is relatively lightweight but useful enough for editing javascript and xml files. The file wont corrupt, you might get some errors if you are modifying some javascript file and the engine tried to do a live-update of the file, but doing a new save usually re-reloads the file correctly. Depends, if you you change some xml templates and use some elements that no longer are removed/moved/removed then yes. For javascript files you can usually keep compatibility with old 0ad versions if you only add or modify superficially some code of the existing one. For changes on the GUI or similar assume yes too. Look at maps that already use triggers, (e.g. random maps: Jebel Barkal, Danubius) and code your triggers like those maps do, can't help more with that you yourself will have to learn how to do them. The JS console is not really useful for triggers and the console only can access the GUI javascirpt context (not the simulation or the map generation stage) (GUI= graphic user interface) You can modify pretty much everything of the gameplay as long as is not defined in c++, assume everything in js to be modifiable except some parts that are performance sensitive (which are coded in c++, thus you can't modify easy). Pyrogenesis is the name of the engine, and 0ad is the main mod people play, that means you can create a "0ad mod" with your own civilizations, art, buildings and custom javascript components (simulation folder) Units -> the more units -> the more lag Area effects (auras) -> the more and the bigger -> the more lag Graphics -> the more high quality -> the more lag AI -> The more state and code each unit has to process -> the more lag (avoid long loops in unitAI.js that) Egypt 3v3 lag -> probably because the map size is giant size, has many units, many unique buildings, etc You mean auto-queue? If you mean auto-building you would have to create a new component in the simulation folder to define it and write the functionality you want, then add that component to the units/buildings you want in their simulation/templates and last, if needed, write the GUI code so the player can interact this new feature. There is no most powerful as you can only program in javascript, C++ would be if you want to change the engine (I don't recommend) To know more you will have to ask around the IRC chat https://webchat.quakenet.org/?channels=0ad
  16. Yeah, disables with radius = 0 right? But what I get then is even more units overlapping and no push mechanics. I want them to behave the same as the sheep, pigs, etc units do but can't find what I must modify in the templates.
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