The clone attackers
Thanks, this should now be fixed in the latest svn. If you see this again please tell me with details about what map and what time in the game (F12) it happened.
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Posted 05 May 2012 - 10:03 PM
The clone attackers
Jonathan Waller [ aka quantumstate ]
Wildfire Games Programmer
Contact me: jonathanmarkwaller at gmail dot com
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Posted 06 May 2012 - 05:25 PM
Does it occur in latest SVN? I.e. after revision 11765. From your response it sounds like you could be talking about how things were previously.
i was see this in various maps,Anatolian Plateu, Lake, and the first time in Laconia map .
Erik Johansson [ aka feneur ]
Posted 01 August 2012 - 07:44 AM
Posted 04 August 2012 - 08:41 AM
Posted 04 August 2012 - 01:02 PM
Posted 04 August 2012 - 04:23 PM
Posted 05 August 2012 - 10:38 AM
Alpha 9 issues
Out of Memory
There is a known bug in qBot (sorry) in Alpha 9 which means that if you have any qBot's with no units in the game you will probably get some out of memory errors eventually. This is common when testing with a blank map in Atlas (map editor) since by default Atlas has 8 players. If you are playing against multiple qBot's then a workaround is to leave something harmless like a house or tower standing. This is fixed in svn.
Aviv Sharon [ aka Jeru ]
Wildfire Games 0 A.D. PR & Social Media Contributor
E-mail & Google Talk: aviv dot sharon at gmail dot com
MSN: lc_jerusalem at hotmail dot com
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Posted 06 August 2012 - 09:43 PM
Posted 06 August 2012 - 10:00 PM
Check the front page of the 0 A.D. website, it shows a teaser video of working gates
there should be wall convert to gate feature so that we dont have to leave some spaces open of our city and are less vulnerable
Posted 07 August 2012 - 05:49 AM
Posted 07 August 2012 - 05:58 AM
Posted 09 September 2012 - 10:38 AM
Thanks for trying out 0 A.D. and coming here to report your problem. As the game is still in alpha releases there are still many things we need to do. Many of these we know already, so when you provide feedback we would ask you to focus on some of the other points that could be improved.
There is a neat table of planned features at http://trac.wildfire...ayFeatureStatus so you can tell what we are planning to add.
This is a common complaint, and with good reason. The game does not run as fast as we would like. Late in the game you will probably experience some lag, this is caused by a mixture of things, AI and pathfinding are big ones. The problem is worse on island maps and with multiple AI players.
One thing that can be helpful is giving us the profiler information. This automatically generated information is useful for working out where the lag is coming from. If you hit Shift-F11 this will be dumped into a file (location given at the top of the screen). Please upload these data to our forums to help us solve the problem. Thanks!
Edited by raymond, 09 September 2012 - 10:42 AM.
Posted 05 December 2012 - 07:00 PM
Posted 05 December 2012 - 09:07 PM
The Save As dialog is misleading because it appears to give you the choice of where to save the file, but really it will save it in the currently loaded mod directory. On most OSes that will not be writable and it will fail. Indeed it would make more sense to save them somewhere in the user's home directory, but the engine needs to be modified to handle that and a few other cases. It's on our TODO list Meanwhile, it might have saved the map in the cache folder, can you check that? http://trac.wildfire...i/GameDataPaths
Why does it write into some root directory at all? Wouldn't it be easy to create a /home/user/.0ad folder, where all scenarios are automatically saved?
I'm now also pondering, whether it makes sense to try some custom made build inside my $HOME, but doubt it would change anything...
Posted 05 December 2012 - 10:34 PM