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Vantha

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Everything posted by Vantha

  1. How would the feature be communicated to players? And can we rely solely on the ground's texture to indicate its fertility?
  2. I don't have insights into this dispute, so I really don't want to judge anyone or anything here and I obviously can't provide a solution. @Norse_Harold I know that it has already been said, but I believe your work is very valuable and underappreciated. I would likely have never gotten into programming to contribute to this project if it wasn't for you - that's not an overstatement. 0 A.D. needs more people like you. Thank you. Let's all not loose sight of the essential. 0 A.D. is a great project, a great game, and deserves a great community. And I mean that without ambiguity. I genuinely hope this gets sorted out.
  3. I'm making this post to discuss potential changes to the subdivisions of the game options. The 'Game Session' category is currently full, but upcoming developments will raise the need of adding new entries to it - which the GUI page doesn't have any more space for at the moment. The simplest solution would be to split up the category. The relevant options are currently arranged like this: My best idea is to divide it into 'Gameplay', 'Display', and 'Chat & Notifications' and also move some stuff out of 'General'. Like this: Any opinions on this matter?
  4. I have to admit that I missed this reference. I'm all for including it then. Thanks for pointing it out.
  5. Hmm, to be honest, I think both are alright as they are right now, but yes, there might still be some more room for improvements. I will note down your suggestions for now; I plan to make another tips-related PR eventually anyway.
  6. @nani Cool. Looks very well structured and thought-through. And pretty versatile. I'll see what I can do with it. I would love to see the entire framework getting added to the main game. Thanks for telling me about it.
  7. I'm glad to announce that the Tips and Tricks page will be part of Alpha 27! The pull request has been merged this morning. See commit 1792f0d065.
  8. Quite large probably. Multiple hundreds of pixels in width and height.
  9. Hmm, I was thinking about it in regards to the encyclopedia - where maximum performance efficiency might not even be of high priority. Would this be worth giving a shot? Or is storing this many high-res images for just one single animation simply a no-go? I'm surely not the first one wondering about this, right?
  10. I suppose storing the individual frames of the animation in a series of png files would work? And simply assigning the next one on each tick? How hard would that go on performance?
  11. To what extent are UI animations possible with the Pyrogenesis engine? I know by modifying the size attribute on each tick it is possible to achieve basic movement, stretching, and scaling animations. But what about more complex effects? For example, is there support for something like spritesheets?
  12. Yes. The one about the Carthaginian Sacred Band, right? I made a patch revising the entire list of loading screen tips. You can find the updated list here (At the moment. They will be moved to a new location in the future) Regarding this specific passage, I reworded it to "... , unlike most other Champions." here.
  13. Oh, I didn't know "force attack" was an already existing hotkey. I haven't looked at the code and I don't want to unnecessary spark debate about something this minor. But if it was up to me, I'd opt for creating a new hotkey with a name that better describes the action.
  14. The sica, falx, and romphaia (for the Thracian Black Cloak - Champion Swordsman of the Macedonians) : https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/pull/7
  15. Yes, but its default key should be related in some way to the hotkey's name, right? So players can remember it more easily. That's why I suggested to decide on a better name first, before thinking about what key to map it to by default. (Though, "f" would also make sense for "concentrate-fire")
  16. Not sure if "force-attack" is a fitting term. How about something like "concentrate-fire" instead? By the way, I think there's some room for improvement regarding the target cursor texture. I might try myself to enhance it if I find some time.
  17. Yes, exactly like that. Looks so much better. Well, we have a character limit on the tips, so the text can't really get much longer. I think about what @real_tabasco_sauce wrote plus references to the picture for each of the three actions paired with the image should get the job done. It's not an easy topic to explain. Maybe the text could also explicitly mention the fact that it is even possible to focus building arrows (since it hasn't been in all previous versions and players aren't used to it).
  18. @real_tabasco_sauce Thanks. I like the image, it shows the matter really well in my opinion. Though, could you maybe remake it with maximum graphics settings? Especially the shadows don't look too good in the current one.
  19. A last resort would always be to connect over the local network. With no nasty adress translations, enough IP addresses and close to zero network lag.
  20. The cestrosphendon: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/pull/6
  21. What do you think? Should observers keep the ability (to send and see fares) while viewing the game from a specific player's perspective?
  22. I just opened the two PRs anyway. They largely contain the same files, but are still comparably small. Changes between them shouldn't be too confusing... https://gitea.wildfiregames.com/0ad/0ad/pulls/7041 https://gitea.wildfiregames.com/0ad/0ad/pulls/7042
  23. The amentum https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/pull/5 Also, I heard some people are pushing towards more unit-type-specific armor and damage upgrades... the amentum would make for a really good one.
  24. Right, but that still doesn't make it track changes between the two source branches, does it?
  25. How? Is there a feature I am missing? Or do you mean I should just mention it in the PR description?
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