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Ceres

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Everything posted by Ceres

  1. If I may chime in: When talking about capturing other civs' units, how do you feel about giving control over an allied civ's units? With 'diaspora', the player can use his allies' discharge points. Transferred to units, player A sends some units to B but is very occupied in some other corner of the map and could give B control of A's (selected) units. Is that too complicated to accomplish or would it be bad for the balance, or are there other concerns you have? Sorry, if this is too OT here.
  2. (Mis)using games to (try) compensate or live agression, is not nice and even more a problem with online games - a reason why I do not (yet) allow our kids to play online. I am very happy being able to play 0 A.D. with them offline (well, in our private LAN), but it makes me sad that developers might feel pushed to invest their free time for things like filters to ban people with bad behaviours. On the other hand, I agree that there is a red line and trespassing cannot be tolerated. Are there any curated lists of names in the Internet, comparable to blacklists for adblocking and such? Maybe that could help. Just my 2 Ct about this (from my perspective) a bit difficult topic. You all stay well.
  3. Where is the path of the mo files? Is there some background info/definition available for them, and how they differ from the po files?
  4. @Stan` There seems to be a problem with (SVN) Atlas: When I change some values in SVN, e.g. <animation file="quadraped/camel_walk.dae" name="Walk" speed="500"/> I see the change (a camel with very hectic animation - good for testing) only after restarting Atlas. It is not sufficient to reset the simulation test. Is this a known problem, or am I doing something wrong? Could there be a way that Atlas force-reloads all assets when the user needs this? I invoked Atlas by this: C:\Users\<username>\Documents\0AD\0ad_svn\trunk\binaries\system\pyrogenesis.exe -writableRoot -editor I am not sure whether the -writableRoot start parameter is needed for Atlas (or works at all for Atlas). PS: Please note that I renamed this thread from "Trained animals" to "Animals animation and moving speeds".
  5. I added a note in the Wiki for the GameDataPaths: This start parameter might be helpful for users who want to keep the release version besides an SVN version with the game data kept separate. BTW, does the Atlas editor also make use of the -writableRoot start parameter? Does e.g. the following make sense? C:\Users\JohnDoe\Documents\0AD\0ad_svn\trunk\binaries\system\pyrogenesis.exe -writableRoot -editor
  6. @Stan` How can I provide translated strings for Atlas? Or help to bring the original strings from Atlas to Transifex?
  7. This is the parameter I mentioned: -writableRoot store runtime game data in root data directory https://github.com/0ad/0ad/blob/master/binaries/system/readme.txt
  8. I don't know about BAR, but speaking about objects in motion, this might be of interest, too: https://github.com/efroemling/ballistica (sorry for getting a bit OT)
  9. I see that the idea might be too fancy without much need from the community or benefit for the game play. No worries from my side. This idea just came to me when I was looking closer at speeds and such. Would it make sense to slow down hurt units or animals? (again, I understand that the effort might not be worth it)
  10. Hello! Would you think it possible to add another speed variable, slower than walking? I thought that thus, maybe units could be made slower when crossing e.g. swamps or deeper (not too deep) water. Or does there exist something like this already? Maybe hurt units could then be moved at a slower speed, too, or units packed with berries, corn, other kind of food, stone, or metal (because of the weight) on their way to the CC, harbour, etc. Would this have too many side effects on balance? What do you think in general about speeds?
  11. If you use another version in parallel, please consider that settings etc. might be overwritten. Today I forgot this and observed the side effect that in the SVN game, a civic centre was from another civ than the other buildings. You can tell pyrogenesis.exe to store stuff in its root directory. The parameter is described in the readme. Sorry that I don't know if at the moment.
  12. Hello! As alternative to the arrows, I more often use the mouse to move around the map by pressing and holding the mousewheel button and moving the mouse around. Currently, when I move the mouse upwards, the map scrolls downwards (similar for left/right etc.). Personally, I find this a bit "unnatural" (knowing that other users like this, also in usual office apps) and wonder if this can be reversed in some settings file. Or maybe it could be possible to add a key shortcut to reverse this? Oh, maybe there could be even a key shortcut to increase/decrease the amount of field being moved, i.e. in smaller or larger steps? Thanks for sharing your knowledge about this.
  13. Hmm, recently, /binaries/data/mods/public/art/variants/quadraped/base_camel_fauna.xml was changed from: <animation file="quadraped/camel_walk.dae" name="Walk" speed="35"/> to: <animation file="quadraped/camel_walk.dae" name="Walk" speed="20"/> How do these files play together? /binaries/data/mods/public/art/variants/quadraped/base_camel_fauna.xml /binaries/data/mods/public/simulation/templates/gaia/fauna_camel.xml I set <WalkSpeed op="mul">2.00</WalkSpeed> in the latter file for testing in the editor and see its effects. Yeah, the camel "flies hectically" over the ground, but I am unsure which file(s) should be adjusted with regard to speed of movement? The former, the latter, or even both?
  14. @Freagarach@maroder I checked out from svn and started the editor. I placed a (non-trained) camel on an empty green background, selected player 1 for it and started the scenery. However, I cannot interact with the camel, i.e. I cannot send it somewhere and thus cannot see it walk. It stands up, stands a bit, moves its head, and lies down again. This confuses me, as I was able to direct a camel in the editor just yesterday but with the editor of a25 RC. PS: Oh, never mind, it took a few moments, then I could direct the camel.
  15. @Grapjas Is my understanding correct that SVN has some advantage over GIT? SVN 1.14.1 or 1.10.5? (currently, I have only TortoiseGIT installed but will add TortoiseSVN)
  16. Let's assume I have a wall of 3 segments with 4 turrets. To my recollection, each segment can hold 8 and each turret 4 units (maybe different from civ to civ, but not so relevant for my question). Now I would like my CC to train appropriate units (e.g. archers) and to send them to the aforementioned wall segments and turrets until they are all occupied. Of course I would need to ensure that enough units are trained. What do I have to do to accomplish this? (if possible at all) There are 2 different types of destination - wall segments and turrets, and it's unclear to me how to set rally points appropriately. Thank you so much for your hints!
  17. I found this so useful and therefore quote it here. Maybe it can be pinned, so also new users, who would like to help, can see it immediately?
  18. @Stan` How can I use an unzipped public.zip to tweak some files and see the effect - in the game or in the editor (I would prefer the latter)? E.g. I would like to see if I can adjust the camel's walking speed/sync with its animation. https://trac.wildfiregames.com/ticket/5680
  19. How can I play with some files and check the effects in the Atlas editor? When the editor is open, the public.zip file cannot be accessed/altered. What am I missing?
  20. Hello! Is there guidance on how trained animals differ from the others (not trained)? If they do not differ in artwork, then my question is maybe in the wrong place. Does the speed of moving of animals belong to artwork, or is that (also) a different field? My question is somehow related to this: https://trac.wildfiregames.com/ticket/5680#comment:6
  21. @Stan` Well, I wondered how I could easily identify open issues to have a closer look at and to get going to understand how 0 A.D. is developed etc. Since I have only very basic programming skills from the 80s and 90s (:blush:), I could maybe at least help with "simpler" stuff like e.g. tweaking variables and the like (I hope to get this right and think that your link was indeed pointing me in the right direction). See my questions there: https://trac.wildfiregames.com/ticket/5680#comment:6 EDIT: @Yekaterina You asked me for support about some .dae files (and I had no clue what they are about): Is it related to speed of movement etc.? (I just read actors, hence my question) Oh, sorry for getting OT here!
  22. @Grapjas Thanks for the neat hint to enter 'cmd' into the Windows file explorer's address bar, which was new to me until today :-) @Stan` Maybe this could also be linked & pinned over there? https://wildfiregames.com/forum/forum/312-game-development-amp-technical-discussion/
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