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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. Yes I've apparently missed something in my review, I'll try and fix it this WE.
  2. I don't think the comments necessarily need to be added to other files, tbh. They can be added to the wiki if you judge it necessary. They're accurate anyhow and their presence or absence doesn't affect other files.
  3. As done in https://code.wildfiregames.com/rP20631, we should update all gatherer actors so that they can support having idle carrying animations. This should/could be done incrementally, but in general I think a class of unit should be done across all civs at once.
  4. If it gets committed as is, it's an extremely powerful modding upgrade, probably too powerful in fact, which is why I sort of doubt its future. It can be used to do pretty much any arbitrary "stateless" thing, so you could use it to activate a magic spell, create new entities around yourself, reveal part of the map, win the game, really anything so long as you can code it in JS. Imo it's lower priority than https://code.wildfiregames.com/D1011 though, which is also really nice from a modding POV.
  5. It's entirely possible, using https://code.wildfiregames.com/D311 . You could create a new variant, containing Idle, Walk, Run animations and name it "injured_something" and call that as a variant. The problem is that you can only have one variant at a time, which can quickly multiply the number of needed animations.
  6. To be honest I don't think it's an issue to have several variants of the mesh with different rigs in the blend file. So long as the bones are the same.
  7. Feel free to change the rig BTW, I made the original animations for the croc so I'm not going to claim they're perfect
  8. No I don't mean "only in bataillons", sorry if that was unclear. What I mean is that we'll most likely treat formations as a single entity once created.
  9. This is most likely the direction we'll take. I'm pushing for also having a "walk together" behaviour that sort of mimics AoE 2 formations.
  10. Tbh we could just make the "black" actually be transparent and have the background be entirely black. Our skybox only appears when you're looking above the ground iirc.
  11. I find Premake 5 much easier for small projects (for 0 A.D.… Well it's a mess anyway )
  12. So for lessons learned here, the reviewer sometimes (often) just looks at the code so always start the game with your changes . It's bitten me a bunch of times in the past. As quick fix, you can switch modes using alt+W several times and it'll sort itself out.
  13. I think the number carried by units is a decimal, but the actual number of resources is supposed to be an integer - all costs are integers. But JS doesn't really have a hard difference there.
  14. Health is a decimal number in the code exactly so that we can handle fractional damage and avoid the "1 HP damage minimum" from AoE 2. On the GUI it's shown as an integer though. I believe resources are the same.
  15. Not that much actually pathfinder was designed to handle paths concurrently but that requires some changes. https://code.wildfiregames.com/D14 worked, but I needed to copy data for the short-range pathfinder too iirc.
  16. Mh, I suppose it can't help when the hole is too small though, indeed.
  17. Patch can be downloaded here: https://code.wildfiregames.com/file/data/cv6j6ucdbswhb67shgtc/PHID-FILE-zxaxbemndso72hhvyxtp/D318.id1213.diff
  18. I believe https://code.wildfiregames.com/D318 fixes this?
  19. This is seriously some incredible work, congratulations!
  20. IIRC we implemented diminishing returns to try and "spread" farms to make them more realistic and more vulnerable to raiding. I think we can safely say it's a failure, though :/
  21. I think it's an interesting idea, and I'd approve it. Ships in 0 A.D. don't work, plain and simple. I believe ramming and other realistic behaviour is impossible while our maps are so small (relatively), and AoE 3's behaviour did work quite well.
  22. Agreed on all counts, particularly the boat one (I remain the opinion that our behaviour of "need to garrison ships so they're useful' is a mistake).
  23. Creating a simple component to create spawn points around new buildings doesn't sound unfeasible, so long as you're careful. But it's a fair amount of code already.
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