Jump to content

Vantha

WFG Programming Team
  • Posts

    641
  • Joined

  • Last visited

  • Days Won

    37

Vantha last won the day on December 18

Vantha had the most liked content!

1 Follower

About Vantha

Recent Profile Visitors

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

Vantha's Achievements

Primus Pilus

Primus Pilus (7/14)

561

Reputation

  1. Which are missing? Only the two Han tracks as far as I can tell, Red Dawn and Hills of Sorrow.
  2. There is this tip: Yeah, I figured someone would bring this up eventually. An idea I had a while ago but never got to implement was to categorize them by level (beginner - intermediate -advanced, which is already done in the code) and then by topic, like features, units, buildings, gamemodes, etc. How does that sound?
  3. I suppose since the patch contains engine changes, for that you'd currently have to build the game locally... but that version would be incompatible with any other releases or patch releases. If you don't want to do that and are working on a campaign, I recommend you to finish it without the dialogues for now and to just note them down instead. When the PR is merged, the feature will be part of the nightly builds where you can then embed the dialogue and test it.
  4. I hope this gets you as excited as me: https://gitea.wildfiregames.com/0ad/0ad/pulls/8614 (please don't judge my sense of humor )
  5. Should it be removed (temporarily) for this release then?
  6. The only new map is the sandbox map of the Germans. But I don't know whether sandbox maps were shown by that filter in the past.
  7. Generally yes. But in this case, there is already an open issue tracking this: https://gitea.wildfiregames.com/0ad/0ad/issues/8328
  8. Note: This has already been fixed on the release branch. The Germans will be actually playable in the next release candidate.
  9. Please be more respectful and appreciative of other people's work. The addition of the Germans was certainly not rushed; the pull request was open since well before the release of A27 and being reviewed for a full year before merged. And that time doesn't even include much of the work of creating the content itself, like researching, brainstorming, making the 3D models, the portraits, and putting everything together. Creating a complete new civilization takes tremendous effort and we should all be grateful for the wonderful people who dedicated their free time to achieve it. And in my opinion the Germans are definitely up to the standard of other civilizations in terms of art, historical accuracy, uniqueness, and balance. Stuff like custom phase names are just the cherry on top and can very well just be added in the future.
  10. It isn't witchcraft. You've done much already (creating the fork, clone, branch, and finally the PR) and I'm confident you'll figure out the rest too as we move along. Then I suggest that you create the PR.
  11. I assume you mean that the civ is set to random by default?
  12. @Atrik Apologies for only responding now. Considering that you have now set up a Gitea account and fork in the meantime, do you want to open a PR for this now? I'm still up to do the testing and reviewing. (If not, it's also fine, I can take care of all the git stuff for you, if you want)
  13. I got an error like this a while ago too and the cause was that the compiler version was too old.
  14. Very nice. It also adds the missing tooltip when the starting turret can't be placed. Do you want to open a PR? I can help with testing and reviewing.
  15. You could either define it in the GUI globally somewhere and then pass it to every GuiInterface call, or just make it a member of the GuiInterface directly. The Engine.PickSimilarPlayerEntities method does not exist in the simulation scripting context, but the same thing can be achieved through the GetEntitiesByPlayer method combined some additional manual checks. That would also allow filtering entities by the "Tower" class instead of their template names (as you mentioned in the comment), if wanted. By the way, the GUI already caches entity states (in g_EntityStates).
×
×
  • Create New...