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howlingflute

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Everything posted by howlingflute

  1. The commit 12754 broke the skeleton file for the boar. (This commit was supposed to add floating barrels). You can see this if you try to open any map with a boar on it including the zagros mountains.
  2. It already does disappear. It slowly sinks into the ground and then vanishes after about 10seconds.
  3. On the latest svn reversion 12709 all random maps do not start. I get a java script error. This is relatively recent. Normal campaign maps still work.
  4. Awesome. You fixed all the problems I saw. I also go to try your heightmap importer. Pretty cool:
  5. I really like this idea. Would help make walls better balanced. (A way to counter the turtles). Also doesn't sound overpowered since the shed is weak to attack allowing the attacked player to sally forth from their walls to destroy the mine. Awesome idea. I really hope this is implemented.
  6. Hi wanted to say that I really like the waving trees. I haven't looked at the other effects yet (is there a demo map with them on them?). But I did notice a few things. After the smooth LOS update the tests broke (They still worked I think after the other massive update AO, wavy trees etc...) Running 283 tests........................Singleton.h(53): Assertion failed: "ms_singleton" Assertion failed: "ms_singleton" Location: Singleton.h:53 (GetSingleton) Call stack: (0x8d9d2a) ./test() [0x8d9d2a] (0x88b751) ./test() [0x88b751] (0x88b94d) ./test() [0x88b94d] (0x88c612) ./test() [0x88c612] (0x7041c7) ./test() [0x7041c7] (0x457ef6) ./test() [0x457ef6] (0x431aa4) ./test() [0x431aa4] (0x43a988) ./test() [0x43a988] (0x41c0ad) ./test() [0x41c0ad] (0x3e29021735) /lib64/libc.so.6(__libc_start_main+0xf5) [0x3e29021735] (0x42c3d5) ./test() [0x42c3d5] errno = 0 (No error reported here) OS error = ? (C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit? Also when I first updated to AO and wavy trees I got a core dump because I had previously enabled glsl without enabling gentangents. That is I had gentangents="true" in my config file without doing anything about the gentangents. Why are there two seperate enables here? Is it for the gpuskinning? I think it shouldn't crash if the config is messed up but notify the user and automatically change the config to a setting that would work. Otherwise keep up the great work. Looking forward to seeing all the new stuff in action.
  7. I agree with zoot. I would prefer to keep social media out of this game. Or at the very least make it an option at compile time to disable. I am not enamoured with the current social media trend. It could keep on going so it might be worthwhile to add to the game, but an option to disable the social media would be appreciated.
  8. Awesome job Wraitii. I am glad someone was interested in updating this patch to be more usefull. Looks like you made some nice improvements. Hopefully this patch will help some with the user interface making it easier to identify at a glance what can be built and what cannot be built.
  9. Yeah I don't really get the point of this discussion. The game is already cross platform. Any change in underlying libraries would require a substantial rewrite, which would be very counterproductive now that things are functioning on all platforms. Anyways it is my understanding that Qt is only graphics which already work on Mac. The problem as I understand it is sound which should be soon fixed with an upcoming patch. Also the game already uses SDL and other crossplatform technologies such as WxWidgets to provide consistent graphical interfaces across platforms.
  10. I don't know if it has has changed but there was a bug report from a user who had problems with the game crashing when the textures were not powers of 2. Changing these textures to powers of 2 ie 512x512 fixed the problem. Here is the relevant bug report: http://www.wildfiregames.com/forum/index.php?showtopic=16309
  11. I disagree. I like the current look and it fits well with rest of the game. If you used the current civ center as a house it would look wierd. Other civs do not have multifloored building either in general. So I think the current models are in keeping with the art style of the game. Though maybe as you suggest more decorations could be added to the houses.
  12. Change set 12099 gets rid of the option to select random civ to begin with. It was nice to have the computer randomly assign you a civ without you having to input a civ specifically.
  13. There already is pseudo heightmap access in random maps just look at latium.js. All you need to do would be convert a grayscale image into an array of numbers and then you could use that to create the height of your terrain.
  14. I agree, I thought the whole point of this gui revamp was to show more stats. I like what has been changed in the meantime, but I would like it even better if the stats were viewable. I liked it when the stats were visible as in earlier iterations or as wraitii proposes. Keep up the good work! I am impressed at the changes made so far.
  15. I think this is pretty cool but as has already been said better to save for part II. The path finder at the moment is essentially 2d so this would basically require a total re-write of the pathfinder again. (So I don't think it is worth it for part 1). Anyways at the moment you can still get some pretty steep terrain with the current system.
  16. I don't like the concept of resources over the picture. So here is my concept of a possible layout. I moved the icons for attack and defense to the right so it is more clear that they correspond to the stats also I made them smaller. In the space I freed up I put the gathering resource stacked on top of its number. I also kept shield bearers civ icon idea since I think thats pretty cool.
  17. Awesome layout. Best so far. I like that we can at a glance see the units stats. Also as historic_bruno points out the unit colored borders really help unify the whole gui. Great job
  18. I like quantum's mockup. Basically keep the same gui already in the game but showing more of the units stats. I think that technology should still be researched in each indivdual building as it gives some buildings more purpose than they had before. (ie some of the dropsite buildings). I think a global tech tree could be used to suplement the current method to clarify relationships between techs. It could be generated dynamically. Maybe you could even research from it if you already have the appropriate buildings but still you should have the option to research from buildings. Personally I do not like tabs in a game since they take extra clicking. I guess I wouldn't mind the original mockup if I could move all the windows around myself to be where I wanted and maybe tear off the tabs to be seperate windows in the game that can be moved (kind of like what you can do with gimp).
  19. Its not a graphics issue. If anything I want more graphics. Its nice to have a game on linux that finally looks good (Nice real 3d). If you want isometric play a different game. As was pointed out the current issues with lag have to do with pathfinding and the ai. Both are currently being worked on. You can see the difference if you start a random map and set the players to unassigned.
  20. I suggest you revert the changes to cycladic_archipelago.js made in 11895. I have not tested the other random maps but you may want to to make sure it doesn't also break those maps as well.
  21. ./binaries/system/pyrogenesis -quickstart -autostart="Oasis" -autostart-ai=1:qbot -autostart-ai=2:qbot where "Oasis" is the name of the map they will play on.
  22. So I created a patch that puts a red overlay over icons if there are not enough resources to build that building or unit. Additionally it puts in the unit tooltip how much more resources are required to build that building. Buildings that are already greyed out because of technologies remain so but with how many more resources are required to build them added to the tooltip. I would have added this to Trac, but I am not to be able to log into Trac for some reason. resourceCheck.diff.zip
  23. I just tried out vts's work in progress on the wall placement. One word: Awesome . I can't wait until its fully implemented. I made a quick video of 0ad patched with vts's work in progress patch. The video of placing walls in 0ad: . I kind of hope that celt fanatics keep their testing ability to build any wall LOL.
  24. I just noticed a bug with some of the new random maps. aegean_sea, guadalquivir_river, and the_nile. All of these maps will crash with less than 8 players. The reason is the function primeSortPlayers found in library.js. I think the problem is line 467 should read prime[2*i+1]=source[source.length-1-i]; not prime[2*i+1]=source[7-i];. Changing this line seems to fix the problem for me.
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