Search found 63 matches
- 22 Dec 2012, 13:37
- Forum: Mapping / Modding tools & discussions
- Topic: Standard chat protocol for AIs?
- Replies: 36
- Views: 14392
Re: Standard chat protocol for AIs?
Hi dak180, I succesfully compiled warzone on a fresh osx 10.8 install with only xcode 4.5.3 using this command: xcodebuild -project Warzone.xcodeproj -target Warzone -configuration Release -sdk macosx10.7 To produce 10.7+ executables this is lot easier than having to install xcode 3.x and enable the...
- 01 Dec 2012, 19:01
- Forum: Scripting
- Topic: setCommanderLimit() and setConstructorLimit()
- Replies: 13
- Views: 8188
Re: @felipe: setCommanderLimit() and setConstructorLimit()
Hrm, why not just have it applied once per second and apply the full damage? That's 10x less work per object. A human isn't going to notice (1.5 * upgrades) damage being applied every 100ms :s Burn damage is applied inside the function void droidUpdate(DROID *psDroid) that update lot of things rega...
- 01 Dec 2012, 16:06
- Forum: Scripting
- Topic: setCommanderLimit() and setConstructorLimit()
- Replies: 13
- Views: 8188
Re: @felipe: setCommanderLimit() and setConstructorLimit()
Something like 10 times per second, I saw this during some testing a while ago.aubergine wrote:At what interval is burn damage applied during burn time?
- 01 Dec 2012, 02:45
- Forum: Scripting
- Topic: setCommanderLimit() and setConstructorLimit()
- Replies: 13
- Views: 8188
Re: @felipe: setCommanderLimit() and setConstructorLimit()
When the game starts, in rules.js, this functions are called for all players: setCommanderLimit(playnum, 10); setConstructorLimit(playnum, 15); Setting the same values as before. When the game is running, JS can call those function again to change the values when needed. To check the values there is...
- 30 Nov 2012, 23:31
- Forum: Scripting
- Topic: setCommanderLimit() and setConstructorLimit()
- Replies: 13
- Views: 8188
Re: @felipe: setCommanderLimit() and setConstructorLimit()
auber, I'm not shure to understand you correctly :? BTW, the functions setDroidLimit and getDroidLimit were introduced by per, not me. Isn't getDroidLimit solving (part) of your problem ? You need this function anyway, if you have to check the value before making changes. And: //-- \subsection{getDr...
- 29 Nov 2012, 17:09
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29488
Re: stuff to unhardcode
i think better unhardcode such things, because in some mods or for some balance purpose we may want to use super-expensive research item. The modders can simply change the cost of such researches in their mod. Still, I feel better in removing this nonsense from the game code. IMO is much better to ...
- 28 Nov 2012, 19:32
- Forum: Addon discussions
- Topic: Cartoon tileset experiment
- Replies: 123
- Views: 90382
Re: Cartoon tileset experiment
Jorzi: I added your account as collaborator so you have write rights. If you have git already installed (if not, install it) in your machine, you can: git clone https://github.com/epilef/mod_cartoon.git this should create a folder named mod_cartoon If you make some change on a texture or txt files, ...
- 28 Nov 2012, 12:57
- Forum: Addon discussions
- Topic: Cartoon tileset experiment
- Replies: 123
- Views: 90382
Re: Cartoon tileset experiment
jorzi: don't feel abandoned by me. I'm busy in rl and working on the c++ code of wz. I tried to make some bodies/structures but yours are so much better than mine !!! Go here: https://github.com/ and create a free account. Say to me the name of your account and I add you as a collaborator on my repo...
- 28 Nov 2012, 12:45
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29488
Re: stuff to unhardcode
aubergine: when the game starts, if you are in campaigh then loads what's in data/base. If you start a skirmish/mp game then what's in data/mp is loaded. The branch master of my repo is the same as in the main repo, I maintain it this way. I merge the main master to my repo, create a new branch from...
- 28 Nov 2012, 00:52
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29488
Re: stuff to unhardcode
Guy's, IMHO this should be removed:
Unhardcode things like this seems at least "silly" to me.
If people are scared for the impact of the changes, we can lower the cost of the most expensive researches.
What you think ?
Code: Select all
#define RESEARCH_MAX_POWER 450
If people are scared for the impact of the changes, we can lower the cost of the most expensive researches.
What you think ?
- 27 Nov 2012, 03:42
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29488
Re: stuff to unhardcode
I agree to what per said, put these values in rule.js and everyone is happy
Can't promise but maybe next days I'll find some spare time to work on this.
Can't promise but maybe next days I'll find some spare time to work on this.
- 15 Nov 2012, 22:04
- Forum: Addon discussions
- Topic: My maps (feli)
- Replies: 50
- Views: 34344
Re: My maps (feli)
Snowy Trees are replaced by crystals and palms and are now destructible.
The file limit of the forum was raised from 3MB to 10MB so, no problem uploading your maps here.
Cheers
The file limit of the forum was raised from 3MB to 10MB so, no problem uploading your maps here.
Cheers
- 13 Nov 2012, 00:57
- Forum: Ideas and suggestions
- Topic: Another Dumb Sugestion, By Spyro_Drag
- Replies: 25
- Views: 8902
Re: Another Dumb Sugestion, By Spyro_Drag
Spyro_Drag:
are you making a tileset mod ?
In any case, make a zip and post it here.
We can help organizing things and give some hints.
are you making a tileset mod ?
In any case, make a zip and post it here.
We can help organizing things and give some hints.
- 11 Nov 2012, 03:03
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29488
Re: stuff to unhardcode
aubergine: Thx :D Wait until the code has been comitted, because some things can change.. Anyway, you can use http://developer.wz2100.net/wiki/TxtEditing as reference (like I do). The diff you see in my previous post, for example, didn't change/add anything to the standard values. I think you can gu...
- 10 Nov 2012, 22:05
- Forum: Ideas and suggestions
- Topic: stuff to unhardcode
- Replies: 50
- Views: 29488
Re: stuff to unhardcode
Per: after some rl probs I started working on the ini conversion again. For now, this txt are converted. sensors.ini ecm.ini repair.ini construction.ini I pushed my changes in my repo, here you can see the diffs: https://github.com/epilef/warzone2100/compare/master...new I need to ask you some quest...