Wall build tool for RMGs
#41
Posted 10 April 2012 - 11:02 PM
#42
Posted 11 April 2012 - 12:28 AM
That fixes the bug in the random map fortress: rm_fortress.jpg
I also added a demo map as a code example for wall placement in random maps: rm_wall_demo.jpg
Edited by FeXoR, 11 April 2012 - 12:29 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#43
Posted 20 April 2012 - 01:13 PM
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#44
Posted 01 May 2012 - 11:39 AM
Here's an update (only SVN):
wall_pack2012-5-1.zip 11.55K
28 downloadsEDIT: An even newer version is already in SVN. Iberians now get walls as starting entities by default (as their civ bonus). In some maps that doesn't provide enough space (mainly naval maps) only towers are added.
Edited by FeXoR, 05 May 2012 - 07:26 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#45
Posted 07 June 2012 - 01:42 PM
This version contains the new Iberian starting fortress that fixes http://trac.wildfire...com/ticket/1449 as well.
Download: http://fexor.dyndns....er_2012-6-7.zip
Some screenshorts:




Edited by FeXoR, 07 June 2012 - 01:43 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#46
Posted 08 June 2012 - 12:16 AM
#47
Posted 08 June 2012 - 10:43 AM
Geek377, on 08 June 2012 - 12:16 AM, said:
Lion.Kanzen, on 08 June 2012 - 05:13 AM, said:
I only support wall placement on random maps and random map scripts in general. I only use artwork that's in already and make it fit together
Thanks anyways, can need the motivation
Edited by FeXoR, 09 June 2012 - 08:58 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#48
Posted 09 June 2012 - 02:20 PM
Roads are not placed any more by default.
Any idea how prevent resizing of my avatar?
Edited by FeXoR, 09 June 2012 - 02:21 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#49
Posted 09 June 2012 - 04:39 PM
FeXoR, on 09 June 2012 - 02:20 PM, said:
add some invisible padding to the image so it is 90x90 pixels.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#50
Posted 25 June 2012 - 11:37 AM
Here's an early version: http://fexor.dyndns....r%20concept.pdf
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#51
Posted 25 June 2012 - 03:15 PM
#52
Posted 25 June 2012 - 06:56 PM
Geek377, on 25 June 2012 - 03:15 PM, said:
Thx
Roads can be placed with this as well though crossings are not supported well, yet. I'm arguing with some team members to move rmgen to simulations and perhaps make things trigger based. Then all functionality could be used everywhere like placing roads in-game or at least in Atlas. It's a big change though I think it's worth the effort since it's payed back with much more functionality and easy to change/add features without duplicated code. I'd do/help doing that but simply feel overwhelmed ATM doing this alone. vtsj checks the code/documentation/concept this days so maybe he has other ideas or knows better how to do this. I will stick to rmgen ATM.
Edited by FeXoR, 25 June 2012 - 07:03 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#53
Posted 26 June 2012 - 04:03 PM
#54
Posted 26 June 2012 - 06:17 PM
Geek377, on 26 June 2012 - 04:03 PM, said:
Ofc. save/load maps have to be supported in simulations as well, yes. That was AFAIK the reason why all the map stuff is not inside simulation.
Not sure: Is the map loaded befor the engine is run? And a new map can only be loaded after the engine is closed again?
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
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