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Everything posted by nani
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@Stan` @Angen @Freagarach @Nescio
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version 1.0.2 Added Options tab for autociv Smart chat autocomplete (from fgod) Stats overlay (from fgod) Small visual changes Map Skirmish: Volcanic Island (8) All chat commands now work except player reminder Special cyclic building placer for the same hotkey, see first page to know how to add them Removed Map flare Changed : you will need to remove old settings again :/ Hotkeys: they are now changed to reflect better the new meta, with elephant stable and arsenal building having more prominent positions in the keyboard Building hotkeys Building selection Mods compatibility Made it easier to have add special dynamic mod filters and be compatible with multiple mods @badosu @go2die look at file for more info. gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js
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Technology Positioning in GUI
nani replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
What if there are two rows of units?- 7 replies
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- javascript
- xml
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Tagged with:
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user.cfg or options->hotkeys
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No permissions to view
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No idea, ask in irc-dev they might know reason (som random change?)
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Very interesting, could you link to where that decision was made?
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see autociv/gui/gui.d.ts for more /** * Save a config value in the specified namespace. If the config variable * existed the value is replaced. * @param namespace - Configuration namespace * @param key - Name of the value * @param value - Value * @returns True if successful */ function ConfigDB_CreateValue(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string, value: string): boolean /** * Remove a config value in the specified namespace. * @param namespace - Configuration namespace * @param key - Name of the value * @returns True if successful */ function ConfigDB_RemoveValue(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string): boolean /** * Write the current state of the specified config namespace to the file * specified by 'path' * @param namespace - Configuration namespace * @param path - File path (file name included) * @returns True if successful */ function ConfigDB_WriteFile(namespace: "default" | "mod" | "system" | "user" | "hwdetect", path: string): boolean /** * Write a config value to the file specified by 'path' * @param namespace - Configuration namespace * @param key - Name of the value * @param value - Value * @param path - File path (file name included) * @returns True if successful */ function ConfigDB_WriteValueToFile(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string, value: string, path: string): boolean
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????¿??
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The building doesn't know what you want to train, you must first train some units and then if autotrain is enabled for that building it will autotrain them again. (saying it will start to trains the same units again)
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- 466 replies
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[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
Problems it solves: - No corpses Problems it adds: - Blinking in the minimap would be clutter and hard to notice (very small) - Blinking circle in the ground would be out of place and would still not tell you what kind of unit died - Would be uglier than some random corpses disappearing and the least realistic option -
-.- good start
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the mod is crashing 0ad when opening the map browser and chanign pages -> probably bad map preview file?
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Look at the first function in gui/gamesetup/SenRegisterSatnza~autociv.js You only need that.
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Yeah, the problem is to how best define the order and make it customizable. I'm thinking about giving the option to define the same hotkey as config option and then let the user write what other buildings wants to cycle between and the order. Probably not too difficult but don't want to hardcore things if possible
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[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
So how would these 2d icons look like (you can do some photoshop demo so I can get an idea) -
[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
ezgif-7-301f82f6ff0b.webm @vladislavbelov ezgif-7-301f82f6ff0b.webm -
[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
But people want to see the corpses not 2d icons. What's is worse than inconsistent visual effects is playing with literally 1 fps when there are big armies fights. :L -
Just so you know I JUST noticed this problem myself hours before and fixed it, will update some time later this week. Technical reason: when you save in hotkey editor it removes unused hotkeys from user.cfg but then at restart autociv checks for missing hotkeys then adds them with a messsage. Ideally the hotkey editor should just leave mod hotkeys in user.cfg but as empty string (as in alpha 23) seee: https://trac.wildfiregames.com/ticket/6093
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That sounds very plausible (Engine.IsHotkeyPressed) is used very much in gui/session/ for interface
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[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
To be honest, people that choose off/on wouldn't choose it again if they would try to play with it. Having corpses, at least the most recent, is crucial to know what units you lost, especially at the beginning of the match where rushes and small attacks take place. Also it doesn't make any sense, you can just set corpse limit to 0 and have both options, all games have this, since forever, is a basic optimization, is not hard at all to implement, gives more fps and after all you can change it to whatever you want. What's so hard to understand? -
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f(x) = (-0.123*x^2 + 1.293*x + 0.1342)/(x - 0.3472)