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Atrik

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Everything posted by Atrik

  1. The absence of a bug is generally less noticeable then when it's here
  2. Vanilla UI doesn't have space to display all unit action button, so it doesn't show it. You can use the hotkey as an alternative. I can also recommend using ModernGUI as others and myself contributed to fixing bugs and limitations of the game UI. There are at least 100+ bug fixs like this in the mod. You can also choose to wait a few decades for them to be addressed in vanilla (no sarcasm, just a extrapolation of the time to get one item merged), staff and contributors do whatever they can to make it happen but the process is slow by nature.
  3. Yes it does, but in the videos, this opposite force is just not applied as it should, so the effect is less then its supposed to be.
  4. So for the explanation again, we could now plug any force that could contribute to unit motion and we just sum up the vectors. So it's almost free there, when calculating unit motion. Maybe excepted we still have to check for collisions. The rest of what makes the unit motion looks realistic is inertia, which is also just a ""force"" vector that carry unit velocity over the game turns. Calculating the forces themselves is generally making some dot products and sometimes maybe some trigonometry (kept as minimum for angle of impact etc) so also possible to be kept very cheap. For the current demo of the boat we use 1 trig function which seems reasonable.
  5. Atrik

    Mod request.

    So much quality content about this topic
  6. It does in the video, but there are reasons why it end up just slightly slowing down the attacker. Now taking a step back from what I did empirically and reading the comments, I might just rethink some aspects that would address some defects like this one. Would be very nice, yes more realistic movements and collisions would make a boarding mechanic interesting.
  7. We use one trigonometric function to determine the hit angle and deduct the amount transferred as angular velocity and add the force to right direction. It's a really nice suggestion that I like, I don't know how animating "choppy oceanic water", it would require to implement a terrain-dependent bonus or effects, then adding the force would be easy now. However i like it, not sure about what would be the timeline to even have the features enabling this.
  8. Noted but for the videos, the unit template parameters are for the "demo". The balancing of it all will be a task on it's own , my focus at the moment is to put the features out there as most of them would be optional (so disabled/absent from unit motion). It could be possible with not too much work on the code side, now that a lot of the structure is already there. But it also require a proper animation, else would look too weird. So that's for another time.. You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion.
  9. These are videos from a current work in progress to implement different forces into unit motions, like inertia, knockbacks and charge attacks! The values would be very customizable in unit templates for mods too! Screencast+from+2026-06-04+23-57-24.webm Screencast+from+2026-06-18+18-01-22.webm Screencast+from+2026-06-18+17-53-13.webm
  10. But how does that look in 64px?
  11. @AmericanDream7, @Akentas, sorry you guys had to face this. Indeed you should not hesitate to mute and ban from your games, players that seemingly just want to harm. In most cases they, themselves believe you did something wrong and their answer is to be toxic, which is obviously them not being reasonable. For my take on this, I certainly don't want to push toward having more policing, but we should work toward having more efficient tools to blacklist-whitlist players. (See this opened ticked)
  12. Best would be to add a poll to the thread @Baelish
  13. Pretty important info you forgot to mention is how to config. For example instead of local rating weight i wanted to use openSkill so i had to change this in config: localratings.general.ratingsystem = "openSkill"
  14. If you don't have it yet @Emacz you can try update ModernGUI to display the capture rates of buildings in tooltip. Yes
  15. Using @ffm2 last upload, I've added fixes for : Minimap expand should now works as expected Should open lobby page and return to gamesetup without issues GUI scaling for the stat overlay should now work (probably that was your issue @SadRdz) KDR display fixed autociv.zip
  16. Thanks @ffm2 for working on this. No, the StatisticsTracker works correctly, as you could attest for being able to see kills in the summary. The problem is in GuiInterface where autociv tries to use the depreciated unitsLost.total stat. But it have been renamed unitsLost.Unit. I already had this very bug fixed when I ported autociv back then for A27, but it got lost somehow.
  17. Atrik

    OOS report.

    ok for reasons the oos_dump i have isn't the lastest one I experienced with you @ffm2. Mine OOS turn 142 so idk why. I opened the dump just after the game and no other OOS happened. No clue wtf, sorry we'll need to have another shot to make proper compare.
  18. I like the idea but would be hard to display icons if there are many different units garrisoned. Also might be confusing if you have icons for training, but also for garrison.. There is also a limitation where it's not possible to display text (or numbers) for the while this feature is in a mod.
  19. Now added idle icons for buildings. Also can be toggled independently icons for idle workers.
  20. New Production Icons option can be toggled to show what each building is currently producing! Features : Display productions of own and allied buildings (or all if observer) Resizable Toggle on/off with hotkey Suggested feature by @Ginnungagap. Future potential additions: display a icon for idle buildings and maybe idle units too. Edit : Use case ideas : bind this with the same hotkey as "Bird View" or "Show Status Bar"! Personally I already always want it displayed at all time but it does add some clutter.
  21. Great work, thanks @manowar! Ok picked up on Resignation Tribute, but only to prove you wrong.
  22. Can't reproduce it now that I try anymore... But pretty sure it happened. Maybe was only in a27.
  23. Indeed we do save initAttributes, including the seed actually.
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