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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. I've searched the forums extensively today, but I couldn't really find any discussion regarding that. Only the occasional comment stating (dis)liking the feature. Do you happen to have a pointer where I can find these discussions?
  2. We could put the feature behind the "Allow cheats" option (or just make a seperate option).
  3. Thanks, I think I found something indeed. Some relics may be spawned outside the map borders. To be honest, I don't know what could have introduced this, and map-gen is not my piece of cake. Pinging @FeXoR in case they have time ^^ Does this happen on A24b as well? Or only on SVN?
  4. At least the public mod (0ad) should be enabled. Does this happen with World Population _and_ normal population? Does this happen on all maps? Also on random maps?
  5. Does it happen on every Random map or only some?
  6. I can't reproduce this, at least not on SVN. Do you happen to have any mods installed?
  7. I try to prioritise community patches in my Review Queue. If you have trouble settings things up, feel free to ask! (Easier on IRC: #0ad-dev.)
  8. Or better yet, update my outdated and ill-functioning patch: https://code.wildfiregames.com/D2658?
  9. It may be worth a shot. I do have a patch (albeit outdated) somewhere that limits the angle of a turret. We'll first need to have a nice system for ordering though.
  10. Yes, there has indeed been a problem with the Iberian starting walls. But it is also true that not all maps have them in the first place. It is kind of trail and error (unless you dive into the map files) to find out which maps do have them and which don't.
  11. Thank you @gameboy, I will commit the fix then.
  12. Thanks for testing! I informed @wraitii. Could you please try to revert to rP25237 or earlier and try my patch there?
  13. Thanks, @wowgetoffyourcellphone and @Stan`! I committed the patch with icons.
  14. I might have found something, could you please test https://code.wildfiregames.com/D3839 and see whether that fixes your issue? (There was at least a problem with range checks.) If that doesn't fix your issue, can you please upload the replay? And/Or a small video of the problem.
  15. Can you please clarify when this happens? For I can't really reproduce?
  16. If you feel it's useful, @nixcoder, there are probably plenty of others that feel it's useful So feel free to make a patch! (I find this feature necessary as well.)
  17. (Note this is the case already at least since A23b.) The turreted units fire on their own, while the garrisoned units increase the number of arrows a building is able to fire. (Turrets are those units you see on a wall and garrisoned units are not visible, e.g. when you garrison a CC.) The main differences to bring with D1958 is that we can have turrets on moving entities and that you can define a turret to be present from the moment the entity exists. Thanks @wowgetoffyourcellphone! Do you happen to have a disabled variant of that too? ^^
  18. Because it is confusing to have two different actions with the same icon?
  19. With D1958 (a.k.a. turrets) nearing its completion, can I request a few icons, please? action-occupy-turret (and its disabled variant) (this is a cursor) occupy-turret leave-turret For use in https://code.wildfiregames.com/D3773.
  20. Reading all this, it seems we're quite on the same page. The devs are in for some fair (as in honest) attention on other platforms and you have had the courage to stand up and say "Okay, I want to give it a shot."; to me that sounds like a match. I'd suggest you get in touch with @Sundiata to see what has been done/can be done, wait for @Stan` to come back to discuss any implemtation and (very important) join #0ad-dev once in a while (preferably during the CET zone) to get yourself updated on the status of development. There is indeed a list on trac, but nothing beats some good old contact with some real dev I am by no means trying nor willing to replace @Sundiata, but riding a tandem just makes the ride easier, as long as you want the same direction (and to me it seems you want). PS Disclaimer: I'm in no means high enough in the hierarchy to make speak on behalf of the entire team, I've joined it merely a year ago ^^ So take this as a personal suggestion.
  21. Sorry to have to keep you waiting. I'll fix the meat icon and remove the ability to "delete" an entity entirely. And I'll ping you when it's done
  22. (In the game as of http://trac.wildfiregames.com/changeset/25116.)
  23. I find it strange that OnRangeUpdate doesn't detect dying entities, because it does with UnitAI (you can check that by warn(uneval(msg));), if you kill entity A in range of entity B, you will see entity B will receive a range update . But perhaps you meant that a dying entity does not remove its morale influence from nearby entities? Then you should indeed use OnDestroy (or OnOwnershipChanged, for that will also account for deserting entities).
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