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Vantha

WFG Programming Team
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Vantha last won the day on October 19

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Primus Pilus (7/14)

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  1. 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.
  2. I assume you mean that the civ is set to random by default?
  3. @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)
  4. I got an error like this a while ago too and the cause was that the compiler version was too old.
  5. 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.
  6. 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).
  7. I took a quick look at the code, correct me if I'm wrong, but for a PR it looks like you could directly move most of the logic to the GuiInterface.prototype.SetWallPlacementPreview method. I don't think length would be an issue since you largely rewrote the logic of that method anyway, which is itself already quite long. And I don't think anyone would mind having a bit more code for more desired behaviour. Also, that would make it even more performant because you wouldn't have to compute the entire entity state for each snap candidate and could pull values like the position from the simulation directly, which is a lot quicker. What do you think? I believe a lot of people (including me) would love to see this added to the main game.
  8. https://gitea.wildfiregames.com/0ad/0ad/wiki/FAQ#what-shall-i-do-when-joining-multiplayer-matches-fails-with-an-error-message By the way, in the future (starting with R28) there will be a button on the error dialog that opens this FAQ entry directly.
  9. Have you seen the map 'Cinema Demo'? It does something comparable, just no speech/dialogue (yet!).
  10. Yeah, it's everything but ideal. But English just doesn't have the word needed.
  11. I heard they plan to kick off the release process for R28 this month.
  12. It's not linked to one of the civs? Not even the Britons?!? That's a crying shame! With the Germans added to the game, how about giving them Tavern in the Mist now?
  13. The formation control feature in general could make sense for a tip, but using it outside of fights I'd say rather not.
  14. Me too. And the game actually has even more soundtracks than those 26. A lot of new ones came with A26, they only haven't been added to the website yet. Here's a zip with all of them (61 in total): 0ad-soundtracks.zip
  15. Yes, it can be packed into a mod. If you want and think it's worth it, I can open a PR on the community mod as well once the patch is ready.
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