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Everything posted by wraitii
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===[COMMITTED]=== Amphibious animal swimming animation request
wraitii replied to leper's topic in Completed Art Tasks
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 -
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.
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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.
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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.
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My basic 2d game (share your class project thread)
wraitii replied to jeffnz's topic in Introductions & Off-Topic Discussion
I find Premake 5 much easier for small projects (for 0 A.D.… Well it's a mess anyway ) -
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.
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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.
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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.
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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.
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Mh, I suppose it can't help when the hole is too small though, indeed.
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Well a review for one thing
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Patch can be downloaded here: https://code.wildfiregames.com/file/data/cv6j6ucdbswhb67shgtc/PHID-FILE-zxaxbemndso72hhvyxtp/D318.id1213.diff
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I believe https://code.wildfiregames.com/D318 fixes this?
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This is seriously some incredible work, congratulations!
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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 :/
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Ships Functioning as Naval Buildings
wraitii replied to WhiteTreePaladin's topic in Gameplay Discussion
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. -
Lowering Default Population Limit
wraitii replied to WhiteTreePaladin's topic in Game Development & Technical Discussion
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). -
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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This looks excellent, congrats!
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If you're developing a complete-information game, then using our architecture makes it logically/mathematically impossible to cheat and be undetected. 0 A.D. is not, and it is possible to cheat slightly, by getting more information than the game wants you to have, because of that.
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Why in other game, mods replace content?
wraitii replied to Lion.Kanzen's topic in Game Modification
I believe civilisations are rather cheap overall; templates are costly in terms of javascript memory. -
I think the current idea is to refactor the "helper" Library functions so that they can be called from arbitrary places in the code, then create proper encyclopaedias and trees everywhere needed. It's basically planned, but progress is slow and steady.
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I do believe I sort of fix (2) in D13. Nice catch on the first bug though.
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Correct, units no longer have a per-entity obstruction but rather have a "clearance" defined by their passibility class. Pathfinding-wise, that's the only thing that matters.
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Also need better data-structures in the engine to handle this kind of size or things are going to go wrong.