Jump to content

smiley

WFG Programming Team
  • Posts

    353
  • Joined

  • Days Won

    2

smiley last won the day on September 6 2022

smiley had the most liked content!

1 Follower

About smiley

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

smiley's Achievements

Triplicarius

Triplicarius (5/14)

292

Reputation

  1. I think the idea behind it was to fill it with terrain textures / decals instead and to allow to have some variety. Yellowish tiles in deserts, mossy ones or something in more lush biomes. Looks kinda weird without decals or textures, but I doubt that's what the author was intending. Random map base placement would fill in some city tile texture for the area, and constructing the building in-game would create a decal IIRC.
  2. You do not need visual studio if you do not plan on changing any core engine code. The latest version is built and provided in the repository. The wiki seems to be right still. You need those exact versions for now afaik.
  3. Most of the time, google gives better results with "site:widlfiregames.com"
  4. Since the refactor mentioned above would take a while, and this feature seems simple enough and quite necessary, I have done the XMPP client changes, https://code.wildfiregames.com/P288. It needs an interface that can also handle a nicer way of prompting users to reconnect. Engine.LobbyChangePassword(newPassword); // Pass in the hashed string as done in registration code and update config
  5. The build date seems to check out though. There seems to be some overwriting going on. Can you check if there any remnants of the old installation lying around in somewhere? An old mod or something perhaps.
  6. Remote resources are always a risk and an attack vector. Its why the mod downloader doesn't display any images from modio. If this were to be implemented, it can only be done via in-game assets. For reference, here are some historical publicly reported vulnerabilities in libpng. https://www.cvedetails.com/vulnerability-list/vendor_id-7294/Libpng.html
  7. Its somewhat out of our hands, but we can make the gratis notice more prominent from our side.
  8. IIRC, 0 A.D cannot be legally released on steam as of now (Valve requires some copyright waivers that we cannot give due to the lack of a CLA). So they did do something wrong, and we should probably contact Valve as we have like 2 decades of contributors who have not agreed to said waivers.
  9. To be fair, we have more old music than new ones so probability wise, it makes sense that you would get them more. And the tracks are decently long so not much turnover there unless combat music kicks in.
  10. The effect is more pronounced in slower simulation rates because commands only take effect the next turn. In single player that is. Which might explain why single player is better in the original post. The delay is 4 turns in multiplayer which should be a second or so. tl:dr; Commands take effect 1 turn later in singleplayer, and 4 turns later in multiplayer.
  11. Perhaps a brief tutorial on this thread is warranted for those unfamiliar with Github actions.
  12. There is a ticket for it at https://trac.wildfiregames.com/ticket/5423, we should definitely have this eventually. Hopefully for A27.
  13. The process is currently like this: NetClient sends a CChatMessage to the NetServer. NetServer broadcasts the CChatMessage to every connected NetClient. What you would need to do is add another message type CNetMuted, handle it and keep track in NetServer. An intermediate step would then come in between the two above steps where you would just drop all CChatMessage from muted NetClients. Its possible to translate the current kick/ban code to mute pretty straightforwardly as it should behave identically apart from what message types are ignored. Yes, your research is accurate. It cannot be done just by JS, needs some engine network changes.
  14. This used to happen previously too. But it was a mystery as to how to reproduce it effectively. A mismatch between actual territory boundaries and drawn boundaries. I think there is a ticket for it, will have to search it up.
  15. Also taking suggestions on how best to define biomes. Would biome definitions similar to how we define our templates be better? How much information should be natively supported. (As in you define them and it works, no script changes needed) Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that? It would be better if the target state is known before commiting to something.
×
×
  • Create New...