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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. Yes there are some that should be looked at. But there is some grey area: if the graphics give the user enough information, it may be good to avoid adding too many sound cues to avoid audio clutter. for example, aoe2 docks will make a lot of ding dongs and it can get overwhelming XD.
  2. I don't think any sound is used. I kind of like the idea of using https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/audio/attack/weapon/arrowfly_02.ogg but with more volume. It's fairly quick sound and is the least monotonous of the arrowfly sounds. maybe even one of the old sling sounds could be good: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/audio/attack/weapon/sling_22.ogg edit: I went with the second one since the first one doesn't sound very exciting.
  3. @Stan` @wowgetoffyourcellphone any sound recommendations for telling a building to attack something with its arrows?
  4. Ok so I have made some developments: 20240916-0307-49.9922231.mp4 In the above are some nice UI improvements: Instead of the arrow, a rally point cursor appears when a unit's destination is just to a particular location. When all a structure's firepower (building arrows AND degarrisoned soldiers) are to be sent to a particular enemy unit, the familiar sword icon appears. This is the behavior if no hotkeys are involved. If you press ctrl ("autorally" hotkey, for example used to garrison trained soldiers back into the selected building), the rally point alone is set to that enemy and building arrows remain untargeted if you press "force attack" (unfortunately this is also ctrl by default), you are in command of the building arrows and only the building arrows. shown by the red crosshairs. Also, the arrows now fire in sort of volleys or bursts, rather than a constant stream of arrows. This means they can be dodged to a degree, which is fun. Next steps: change force attack default hotkey (or find another appropriate hotkey). add some audio feedback for when the arrows of a building are being targeted. rebalance building damage according to non-random building AI. rework building technologies and/or change building damage with each phase.
  5. Ok, there have been issues with OOS in the new version of the community mod. It seems many of these are related to install issues with version 12: For example: <p class="warning">WARNING: Technology "phase_town_spart" does not exist</p> In this case, a version 10 file called "phase_town_spart" remains after installing version 12, which is supposed to be deleted in version 12. How to fix (and hopefully this solves the OOS for good). uninstall all your mods navigate to your mods folder (For example, windows might be C:/Documents/My\ Games/0ad/mods/ delete the community mod folder open 0ad and re-install the community mod and your other mods.
  6. yeah seems fairly flexible. I'd probably like to experiment with stuff like that in the future. Right now, i'm working on some random maps and the map placement options.
  7. @Grapjas I really love the sandstorm! Its a really cool feature. It seems it might not be too hard to make a blizzard based off of the sandstorm. It could slow units down a little. How do these work, generally speaking? Are they baked into skirmish maps, or are they something you can enable in the json file for a random map for example?
  8. I'm inclined to think that this was a pre-existing error that was just uncovered by the building on trees mod. Maybe some amount of buildings had this issue, but the return false; was catching them.
  9. recently, I tried another conditional return, only when totalBuildRate was NaN. This didn't help, because totalBuildRate presumably becomes NaN after commit(). if (isNaN(this.totalBuilderRate)) { warn("Value of builder rate is NaN"); return false; } I wonder if there is something we can check instead of totalBuildRate that will return false when we want it to. Maybe EntstoDestroy being empty or something else?
  10. community-testing-5.zip these changes add @Norse_Harold's above suggestion to prevent entities from being deleted more than once, and includes the changes to only return false; if the building is not a wall or palisade. This prevented any crashes until we started building walls. We did a game where we only placed walls on completely bare ground, completely avoiding trees and decorative entities, and the crash still occurred.
  11. the best way to do it is just to get in a 1v1, don't use gift from the gods, and start building a lot of buildings. I can't reproduce it by building any specific building in any specific place, I just build until it crashes.
  12. Ok I can confirm it only seemed like a roman thing because lots of ppl were playing romans. I just reproduced it with other civs.
  13. @Grapjas made the original: https://wildfiregames.com/forum/topic/18003-suggestions-for-0-ad/?do=findComment&comment=579557
  14. Were you in multiplayer? The crashes only seem to happen in multiplayer with a player opponent or spectator.
  15. Also, did anyone observe a crash in a game where nobody played as romans?
  16. @Norse_Harold what were your steps to try and reproduce the crash? Did you get any crashes with the patch you shared? lmk if you want to test something.
  17. Well restoring return false was problematic as it would result in endless construction when building a wall segment on top of a tree. That being said, I was unable to cause the crashing after this change in 2 multiplayer games.
  18. it would be interesting if this fixes the problem. Many of the problems have occurred when building over no entities, ie just building a farmstead when expected.
  19. possible lead: https://gitea.wildfiregames.com/0ad/0ad-community-mod-a26/pulls/4/files#diff-f8ba294e053371dce7a50759dae18522c3e0c09a:~:text=out the way-,// out the way,},-// The obstruction always
  20. Its very hard to reproduce. It has happened both with and without spectators. The only common denominator I know of is the romans.
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