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Everything posted by Ceres
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Oh my bad! Thanks!
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Addition of Han Chinese to 0AD
Ceres replied to Yekaterina's topic in Game Development & Technical Discussion
If I may add this: All your very helping hands were right from the beginning when I joined and still are so encouraging for me to dig deeper. I know that I belong to the very slow guys, but if I can add just a tiny bit and learn something (and I do), I am very happy and thankful. Cheers! -
Sorry, Hyrule Conquest does not tell me anything. You mean it's possible in 0 A.D. (as a mod)?
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When using the "-writableRoot" parameter on Debian, the file ~/.config/0ad/config/local.cfg does not have any effect, but it does without that parameter. However, only the GUI scale (switch between 1.0 and e.g. 1.2) shows an effect. The max. zoom settings does not show any effect when zooming. Here is my local.cfg: gui.scale = 1.2 zoom.max = 500.0 Any further ideas? Thank you!
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Very nice - thank you! I played with various changes with these guys in the order shown below. It even works nicely between obstacles! (not shown below) Sorry for the a bit sluggish gxf. It's because I use a headless VM for dev stuff and xrdp to it. No formation: Box - here they turned around: Forced March: Close Order - here they turned to the right: Column Open: Open Order: Flank: Battle Line: Testudo meanwhile also tested and works as expected, too (not shown, though).
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Yep, I see it now. I had wrongly thought that there was no sky but just some grey stuff. It should have been obvious to me from your first reply that it's just the lower (horizon) part of the sky. Is it maybe possible to rework the horizon sky part a bit in this regard? I cannot do it, as I lack the art skills, so my question is very humble.
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I created the file: The GUI scale change works, but the max. zoom change has no effect. PS: When I enable the dev overlay (alt+d) and untick "Restrict camera", the zoom works ("endlessly").
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Thank you! According to \binaries\data\config\default.cfg [view] ; Camera control settings zoom.min = 50.0 zoom.max = 200.0 zoom.default = 120.0 However, when I put zoom.max = 1000.0 into \0ad\config\local.cfg, I don't get closer than this: Is I also put gui.scale = 1.5 there and see its effect in the GUI scale, the file seems to be in the right place. But the max. zoom factor does not seem to have any effect. Shouldn't local.cfg override default.cfg? Edit: When starting 0 A.D. (SVN) with this parameter, where is the local.cfg file stored? -writableRoot store runtime game data in root data directory (only use if you have write permissions on that directory) Besides, see there about the GUI scale and there: https://code.wildfiregames.com/D3037
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Ok, but how does the water reflect a sky that is not visible? In Atlas, it looks different, i.e. I can see different skies there.
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Is it only me who sees this "skybox"? See top edge (official Windows build). When I used a map with water, there was a real sky reflection, though.
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AFAIK, max. zoom is higher ("infinite") in Atlas editor than in 0ad. Can it be increased for the latter? Where would I find code for this? I'm never able during gameplay to look her into her beautiful eyes.
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Addition of Han Chinese to 0AD
Ceres replied to Yekaterina's topic in Game Development & Technical Discussion
Not Han dynasty, but maybe nevertheless inspiring: A Brief Introduction to Ancient Chinese Military Weapons https://www.viewofchina.com/ancient-chinese-military-weapons/ -
Thank you! Another question: When transforming from e.g. closed to open formation, the units are looking into a different direction (seems arbitrary, or following where the path is easy). Is this something that could be changed, so they face into the same direction when changing formation? (if room permits)
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Now I found them, too: So this sprite is defined as follows: PS: Why doesn't the forum software let me use code tags when editing this post? PS2: Sorry that I got so much OT here.
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Mouse hover for additional information
Ceres replied to Ceres's topic in Game Development & Technical Discussion
I have created a tooltip for 'Enabled Mods': https://code.wildfiregames.com/D4252?id=18662 Please let me know what you think about it. As I'm still at the very beginning of understanding stuff, this very likely needs further amendments, but I'm happy to learn. -
Yes, but I just wondered if there were civs especially good at this and whether this could be regarded as a civ-specific "formation". Oh, BTW, could there be civ-specific formations at all in 0 A.D.? The Roman turtle is something like this, too.
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Addition of Han Chinese to 0AD
Ceres replied to Yekaterina's topic in Game Development & Technical Discussion
Divide et impera! -
When I search for sprite="BackgroundWhiteBorderBlack" (it's in modmod.xml), I don't find it defined anywhere in my svn (using TextCrawler and also the standard Windows 10 search for file content). What am I missing?
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Did someone say improved ship movement?
Ceres replied to maroder's topic in Game Development & Technical Discussion
What are AoE2 and Bfme2 alike in this regard? Speaking about 0 A.D.: Why do we have to think about full realism, i.e. incl. cross sailing, wind direction, etc.? Can't we "only" have ships turning around nicely? I understand, of course, that there are lots of naval maps and maps with rivers where the passages are too narrow to cope with such ship movement, but maybe there could be a compromise solution for this, too (without need to change the maps, hopefully)? Sorry if I am too optimistic - it's because of my ignorance of the coding skills etc. "under the hood". -
@Stan` Is there a ticket for this you know about?
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Did someone say improved ship movement?
Ceres replied to maroder's topic in Game Development & Technical Discussion
Oh, cool! Thanks a lot! -
Addition of Han Chinese to 0AD
Ceres replied to Yekaterina's topic in Game Development & Technical Discussion
Ok, that's the one I had looked into, so I was on the right path. -
Did someone say improved ship movement?
Ceres replied to maroder's topic in Game Development & Technical Discussion
@maroder How can you place 2 red target crosses with each redirection? I understand that by shift-clicking one can queue one target/position after another, but it looks in your video that both targets/positions are kept in sync somehow automagically. Is this new, or am I simply missing some basic functionality of 0 A.D.? () Apart from my question: It looks really very nice! However, I just wonder, whether the ships should not rather bend to the outside of their curve (instead of the inside)? E.g. at sec. 25, the right ship turns to the left, while first bending to the outward, then to the inward side. But I'm no expert in sailing. -
Addition of Han Chinese to 0AD
Ceres replied to Yekaterina's topic in Game Development & Technical Discussion
Where? -
Fun would be it if units including citizen could pour hot water or (burning) oil from walls and wall turrets, too. But that is not about "formations", sorry. Are there civs known to have their soldiers burying themselves in the ground, waiting for the enemy to pass by and then come out? If you considered this a "special" form of formation, it could be fun, too.