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Everything posted by WhiteTreePaladin

  1. The first thing I thought of when I saw the announcement was 0 A.D. I do remember there being ram issues with the raspberry pi in the past since it has to share ram for video.
  2. It's low priority at the moment. If someone actually completed the work, I'm pretty sure it would be merged in.
  3. That makes more sense than what we have. How would multiple capturing parties be handled? Right now there is split loyalty, and the structure is awarded to the player with the most loyalty points when the original owner's points have been fully depleted.
  4. He's busy with school currently. If he starts work on a mod again and has questions, I'll let you know.
  5. I'd like a medieval mod myself, but I do know someone that wants this mod (even if unfinished). They tried to make their own, but got stuck with Blender Collada animation exporter issues.
  6. U.S. civil war mod? I remember that Union soldier with smoke not long ago.
  7. That probably happens more often than people want to admit...
  8. Even limiting to three decimal places could be worth it. I don't know how many places are shown in that figure, but it's an unsightly amount.
  9. You could consider allowing the construction of middle-tier, double-sided stone walls to provide something between the palisades and the well established fortress walls. Not required, just a thought. AoE3 had three tiers of walls: palisades, stone walls (double-sided), and fortress walls (single-sided, scenario editor only). BFME2 had two tiers: extra strong, one-sided, prebuilt walls (like shown in your picture) that could be repaired but not rebuilt, and smaller double-sided stone walls that could be built by the player. (Units could walk on the large prebuild walls, but not on the player-built stone walls.) Would be nice if the fortress walls could be used in random maps for randomized fortress designs.
  10. That would all be nice to have.
  11. Well, some of the discussions are really old (2003-2004) and the people involved may not have ever considered that their discussions could become public. We would want to contact them as a courtesy. At a minimum, we have to look very carefully through each post for anything we release. However, a lot of relevant content from some of those meetings has actually been copied to a public post. It was linked earlier in this thread, but here's another link for convenience: https://wildfiregames.com/forum/index.php?/topic/15068-why-chose-javascript-for-scripting/ [Edit] The "public" posts are actually the beginning of this very thread. @stanislas69 I'm sure the decision was at least somewhat logical at the time, since performance is just one metric. Ideally, for performance we would stick most code in C++ and only have a few items (like AI) implemented in scripts as they did in Age of Empires. The original plan was for 0 A.D. to be closed source freeware, but still much more highly modifiable than Age of Empires. With closed source code, this requires more implementation to be moved to scripts which is itself a major performance trade-off. With the goal of allowing easy modification by hobbyists, rather than professionals, it's much easier to see why syntax would be such a major consideration.
  12. Added converted links. (They are not public, so this is mainly a convenience for the team.) https://wildfiregames.com/forum/index.php?/topic/717-Meeting Summary for the Final Scripting Debate https://wildfiregames.com/forum/index.php?/topic/725-Announcement of final scripting decision https://wildfiregames.com/forum/index.php?/topic/639-Scripting Backend Functionality https://wildfiregames.com/forum/index.php?/topic/638-Scripting Frontend Functionality https://wildfiregames.com/forum/index.php?/topic/715-Lua & Javacript Performance Tests https://wildfiregames.com/forum/index.php?/topic/712-Javascript Proposal https://wildfiregames.com/forum/index.php?/topic/557-The Great Scripting War https://wildfiregames.com/forum/index.php?/topic/622-The Scripting Flame War https://wildfiregames.com/forum/index.php?/topic/644-Macros for Lua Inheritance https://wildfiregames.com/forum/index.php?/topic/629-The Preprocessor Alternative https://wildfiregames.com/forum/index.php?/topic/606-Initial Language Vote
  13. I don't know why, but it defaults to the end of the page, rather than the correct post when I click that link. @stanislas69 I've sent you a message with the information you need.
  14. I think those links have to do with the change from http://forums.wildfiregames.com/0ad/index.php?showtopic=[....] to https://wildfiregames.com/forum/index.php?/topic/[...] It should just be a matter of putting in the correct topic, but it wouldn't work for me either since I wasn't sure what the topics were. The second post had a link to a private post, but Stan has access.
  15. Thanking yourself? Is self-notifying the forum version of setting a reminder?
  16. I remember someone saying that it turned out to be a good decision that JavaScript was chosen due to how browsers have spurred many JS performance improvements. That was years ago though, and I couldn't find the post. There is a little here in this thread, but for the actual details, I've asked elexis to check the relevant meetings if possible. https://wildfiregames.com/forum/index.php?/topic/12716-scripting/&tab=comments#comment-202793
  17. That's really interesting. Thanks for the explanation.
  18. Well, that means that we can potentially add some of that. If we already had all of those, then there wouldn't be as much room for improvement. Multithreading and LoD are some things that we have wanted for awhile. Do we not already have instancing? I assumed that common static models like trees and structures are instanced, right...? Yeah, originally the scripting language was going to be Python, but JavaScript was chosen instead. JavaScript has gotten a lot of attention and performance improvements over the years, so I don't know that Python would have been any better. We could port some things back to C++ if there is a clear reason to do so.
  19. Did you create more than one account? Only a single account is allowed according to the Terms of Use that you agreed to when you created a lobby account: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/prelobby/common/terms/Terms_of_Use.txt A lobby moderator can confirm if this or other reasons are the cause.
  20. I've never heard "redacting" used that way although it is technically correct. I've only heard it used for limiting information, which made me wonder what we were hiding in the Privacy Policy.
  21. Maybe some areas of grass could be carved out of some spots of forest to allow for different beach transitions and more variety. Perhaps the island could be more irregular to allow for more interesting shoreline shapes like the nice crescent cove in that photo. Some of this could be directly added into the island shape, and some could be implemented in offshore sandbars or other features. Imagine building a tower on a coastal rock. It's up to you. It's a nice map either way. Be careful with the number of trees and the amount of smoke. Back when I had a graphics card installed and I loaded the current gray volcano map, I could directly control the fan speed by just moving the camera on and off of the smoke particles.
  22. I like it. Might require a few minor changes, but I hope it can get added in the base game.
  23. Probably will be handled by the property owners which I think is the French government? The Catholic Church has full permission to manage Notre Dame, so I'm sure they will have some involvement in the process. I don't think fund coordination will be any worse than any other government restoration project (natural disasters, etc.)
  24. Perhaps regrowth would only occur in certain areas. There could be a vineyard structure that could be claimed and would generate berry bushes periodically.
  25. That's sort of like contributing some amount and having the government match it by 900%. A little odd, but could potentially be useful. Still, seems a little early to be asking for tax breaks.
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