Sundiata Posted January 6, 2020 Report Share Posted January 6, 2020 On 06/01/2020 at 3:18 PM, asterix said: I also agree Expand Ditto. So does at least one of the fans on facebook who asked for this specifically. 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 7, 2020 Report Share Posted January 7, 2020 This is a very significant feature for this alpha, let me say it again. I played last night and, I was way faster at advancing my phase (As for someone who takes city building seriously while playing RTS) 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 7, 2020 Report Share Posted January 7, 2020 On 07/01/2020 at 12:09 AM, wackyserious said: This is a very significant feature for this alpha, let me say it again. I played last night and, I was way faster at advancing my phase (As for someone who takes city building seriously while playing RTS) Expand For positioning housing for turtling is more comfortable 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 8, 2020 Report Share Posted January 8, 2020 On 06/01/2020 at 11:00 AM, asterix said: darn, cannot find it. Expand Actually the link above is my todo list, this is my wishlist https://mypads.framapad.org/mypads/?/mypads/group/wfg-z7fo47ha/pad/view/engine-feature-wishlist-191ecg73p IRC discussion http://irclogs.wildfiregames.com/2019-12/2019-12-12-QuakeNet-%230ad-dev.log Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted January 8, 2020 Author Report Share Posted January 8, 2020 On 06/01/2020 at 2:55 PM, Nescio said: Either: default: no snapping; with Ctrl: snapping with option toggled: snapping; with Ctrl: no snapping Or: default: always no snapping press hotkey combination (e.g. Ctrl+Alt+S or whatever) to toggle snapping option when activated, always snapping, so no need to keep Ctrl pressed Expand I made a patch: D2546, now you have 3 options: disabled (not working at all), optional (you need to press a hotkey to enable it), enabled (you need to press a hotkey to disable it). In the patch the optional one is default. EDIT: Also there is a suggestion to not have the "disabled" option, as a user can disable it by set the hotkey to empty. 3 1 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted January 8, 2020 Author Report Share Posted January 8, 2020 @nani, If I'm not mistaken you had a suggestion about angle after building placing. Could you describe it here? How it behaves now and what would you like to reach? 1 Quote Link to comment Share on other sites More sharing options...
nani Posted January 8, 2020 Report Share Posted January 8, 2020 On 08/01/2020 at 7:40 PM, vladislavbelov said: @nani, If I'm not mistaken you had a suggestion about angle after building placing. Could you describe it here? How it behaves now and what would you like to reach? Expand When holding shift the placing angle should be preserved for the next building placing. For the code in question -> when the FSM state selection (input.js) is in INPUT_BULDING_DRAG and "mousebuttonup" event is fired tryPlaceBuilding should preserve the angle of the last building for the new building if var queued = Engine.HotkeyIsPressed("session.queue"); is true even if a snapping is happening. 2 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 8, 2020 Report Share Posted January 8, 2020 On 08/01/2020 at 9:29 PM, nani said: When holding shift the placing angle should be preserved for the next building placing. Expand I always wanted this Quote Link to comment Share on other sites More sharing options...
nani Posted January 10, 2020 Report Share Posted January 10, 2020 On 08/01/2020 at 10:14 PM, Sundiata said: I always wanted this Expand It's already in the game just not taken into account for the snapping (for now ) Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 10, 2020 Report Share Posted January 10, 2020 On 10/01/2020 at 1:56 PM, nani said: It's already in the game just not taken into account for the snapping (for now ) Expand Could you explain how? Quote Link to comment Share on other sites More sharing options...
nani Posted January 11, 2020 Report Share Posted January 11, 2020 On 10/01/2020 at 9:58 PM, Sundiata said: Could you explain how? Expand Press Shift while placing building and if rotated when placed the next will also have that last angle. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 14, 2020 Report Share Posted January 14, 2020 Is difficult to use changing the pattern or direction. For example an square of houses or multiple buildings. Is a bug saying you can't place over a building. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted January 14, 2020 Author Report Share Posted January 14, 2020 On 14/01/2020 at 7:24 AM, Lion.Kanzen said: Is difficult to use changing the pattern or direction. For example an square of houses or multiple buildings. Is a bug saying you can't place over a building. Expand You mean buildings of different sizes? You can rotate it after placement, it remains snapped. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 14, 2020 Report Share Posted January 14, 2020 You mean by releasing CTRL? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 14, 2020 Report Share Posted January 14, 2020 I will a test again recording a video and uploading a txt recorded game. I didn't yesterday (today in your timezone) because was too late. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 21, 2020 Report Share Posted January 21, 2020 The buildings rotate to a backward angle when snapping instead of maintaining their default angle. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 21, 2020 Report Share Posted January 21, 2020 On 21/01/2020 at 10:59 AM, wowgetoffyourcellphone said: The buildings rotate to a backward angle when snapping instead of maintaining their default angle. Expand @vladislavbelov Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted January 21, 2020 Author Report Share Posted January 21, 2020 On 21/01/2020 at 10:59 AM, wowgetoffyourcellphone said: The buildings rotate to a backward angle when snapping instead of maintaining their default angle. Expand Snapping should rotate the building for a nearest angle to snap to an edge. Do you mean that it rotates more than it should? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 21, 2020 Report Share Posted January 21, 2020 On 21/01/2020 at 10:59 AM, wowgetoffyourcellphone said: The buildings rotate to a backward angle when snapping instead of maintaining their default angle. Expand mostly of time. is very annoying. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 21, 2020 Report Share Posted January 21, 2020 On 21/01/2020 at 11:19 AM, vladislavbelov said: Snapping should rotate the building for a nearest angle to snap to an edge. Do you mean that it rotates more than it should? Expand What happens is the building almost always snap rotates 180 degrees. 1 Quote Link to comment Share on other sites More sharing options...
asterix Posted February 5, 2020 Report Share Posted February 5, 2020 On 05/01/2020 at 2:32 PM, wackyserious said: THANKS!! Expand On 06/01/2020 at 8:42 AM, Lion.Kanzen said: @Stan` Now you can do the sockets feature. Expand On 06/01/2020 at 2:55 PM, Nescio said: Either: default: no snapping; with Ctrl: snapping with option toggled: snapping; with Ctrl: no snapping Or: default: always no snapping press hotkey combination (e.g. Ctrl+Alt+S or whatever) to toggle snapping option when activated, always snapping, so no need to keep Ctrl pressed Expand @Sundiata For those who did not registered it yet it was committed sometime back https://trac.wildfiregames.com/changeset/23459 1 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted February 6, 2020 Report Share Posted February 6, 2020 On 05/02/2020 at 9:35 PM, asterix said: @Sundiata For those who did not registered it yet it was committed sometime back https://trac.wildfiregames.com/changeset/23459 Expand I had already added a follow-up comment on the relevant facebook post, thanks! Quote Link to comment Share on other sites More sharing options...
AeternaTristitia Posted February 10, 2020 Report Share Posted February 10, 2020 Woah ! We need this in 0AD ! Awesome! Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 10, 2020 Report Share Posted February 10, 2020 On 10/02/2020 at 5:31 PM, AeternaTristitia said: Woah ! We need this in 0AD ! Awesome! Expand Is already in A24 Devs version. 1 Quote Link to comment Share on other sites More sharing options...
serveurix Posted May 6, 2020 Report Share Posted May 6, 2020 Nice feature. This will make housewalls easier. Will it be available in the editor as well ? Also, we need a similar feature when building walls next to cliffs and docks next to water edges. Perhaps also when building next to trees like suggested in an earlier post. 2 Quote Link to comment Share on other sites More sharing options...
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