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maroder

WFG Programming Team
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Everything posted by maroder

  1. not yet (but I can make one if there is much interest)
  2. What specific points do you have in mind regarding the inconsistency? I'm always open for feedback / suggestions
  3. Yeah true. But even then the framework should allow for an easy expansion/ addition of more data if a map needs it, so I think the best route would be to make the biome a class and give it methods to allow updating / mix n match between biomes. Just need to find the time to do it ... I would not define heights within the biomes as it is extremely different between all the maps.
  4. imo: info about adding mods & maps manually belongs in the FAQ (including a warning about potential security risks when doing so). yeah, that's why duplication sounds bad. ________________________________ Generally, I tend to believe that more text is not equal to a better understanding and that a good design should be rather self explanatory: So instead of adding more text, I would rather like some general UI improvements that make that extra text unnecessary (which I know is a lot harder to do - just giving my opinion here). E.g. having a mod selection that is not just a wall of text, would drastically improve the user experience. ________________________________ And yes, having the option to open the game path quickly would be nice. That does sound like it would need some c++/engine work tho.
  5. it could be moved down so that it doesn't overlap the FPS display. not true for all languages we could
  6. does sound about right, but the question is just what is the right abstraction level for the biomes that fit for most maps? Would most maps only use these three terrains? Do we want to have more abstraction levels and how do we handle them? How do we want / how do we handle the inheritance of data between different biomes that share most of their code ect... So yes it sounds straight forward we just need to think about and code all these details.
  7. Looks like it's only js, so it could indeed be made into mod (Not sure if it needs to be updated/rebased tho) https://code.wildfiregames.com/D368
  8. It does indeed. wtf. According to https://partner.steamgames.com/doc/sdk you have to use the SDK to upload the game, but https://partner.steamgames.com/doc/sdk/uploading/distributing_opensource says if you use GPL you can decide that that's not actually part of the software and therefore ok? But I think (hope) steam will not be ok with people releasing games that someone else develops.
  9. yes, the only thing I need to wrap my head around is what is the right level of abstraction for all/ most of the maps. How many different categories do we need. And yes, I need to update that patch, been a while since I worked on it.
  10. You can start from this if you want to: https://code.wildfiregames.com/D3995 #central_asian_highlands.json I basically copied the textures there from the Hindu Kush map
  11. If you are not sure I would rather remove this mod from here.
  12. I could add some more grass to this and it would go into that direction
  13. Congrats on making another mod But just for clarification: Did you check the copyright for all these songs / do you either have the rights or do they allow this form of sharing?
  14. I guess we will see what shows up on that page and if it actually matters if the spelling is correct. Maybe its enough to choose the correct category.
  15. lol you're right. The problem is that I copied it from the youtube channel (which is auto-generated). So not sure if it's better to use this wrong spelling or the actually correct one.
  16. To be honest I'm not sure how exactly youtube decides what they feature on that topic page but I guess you can increase your chances by using the exact spelling "0 A.D Empires Ascendant" either in the title or as a tag or in the description, include a link to https://play0ad.com in the description and choose the correct game within the Gaming category.
  17. 0 A.D. has it's own YouTube gaming topic! (Again) https://www.youtube.com/channel/UCnyOwrZI72pKKroCtKYQHjg If you just want to watch some videos about 0 A.D. you can subscribe to that page. If you create videos featuring 0 A.D. and you want them to show up on that page, be sure to: include "0 A.D Empires Ascendant" in the title, the description or the tags and choose the correct game in the Gaming category of your video details. And yes, the spelling does presumably matter. See these links for help on how to do it: Edit video settings & How does my video show up on that page
  18. maybe this may help you:https://trac.wildfiregames.com/wiki/Basic3DImplementation also the whole section https://trac.wildfiregames.com/wiki/WikiStart#Forartists:
  19. regarding the garrison thing: Might be something that could be changed in the Community mod ?
  20. That would be me who had the `genius` idea to do that, so all complaints can be directed to me. So just some explanation: @wowgetoffyourcellphone revamped the biomes for A25, see this thread: Before that (so in a23/ a24 and prior) the meditarenean biome did in fact not have the olive tree at all. See: https://github.com/0ad/0ad/commit/73ccac3aba3a07e17b02bb3fd522008d56abf6b1#diff-304046c1440c554963d518154c3f99f2184ebdbc4fc97a8cc08480347f2e9db6 And as you can see on the diff the intention when introducing the olive tree in the new aegean biome was not to introduce more food. See: https://code.wildfiregames.com/D4561#194526 But we can ofc have a discussion about having more food in this biome when everybody thinks that would be preferable.
  21. Archery tradition increases the range by 10: link Advanced rank does not increase the range, but gives -20% spread: link Elite rank does not increase the range, but also gives (additional) -20% spread: link
  22. @wowgetoffyourcellphone @maroder The rank upgrades for all civs don't give range increase anymore. @thankforpieOfficial See: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/data/technologies/unit_advanced.json for what it does. This has already been the cse since A24: https://github.com/0ad/0ad/commit/1147cf5305cf417695d88e27caef625776c8bf37
  23. @TigerDen iirc there actually already is the possibility to do this although it is experimental. Check out the boonGUI mod, especially this part: https://github.com/LangLangBart/boonGUI/blob/main/gui/pregame/mainmenu~boongui.js#L59 There is afaik a hotkey to go into FPV. (But it's been a while since if tried it, so no guarantee)
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