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RiderOfEternity

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Everything posted by RiderOfEternity

  1. Hey everyone. I am trying to compile 0ad myself since one of the pre-compiled ones did not work. I got all the files using tortoise SVN and then installed Visual Basic 2008 Express Edition SP1. When opening pyrogenises.sin, I am greeted with "'filepath/name' cannot be opened because its project type (.vcproj) is not supported by this version of the application. T open it, please use a version that supports this type of project." The files in question are: (all .vcproj and in build/workspaces/vc2008/) pyrogenesis network engine graphics i18n atlas gui lowlevel mock_real mocks_test Collada test_gen test After pressing OK for all of them, Visual Basic shows a right pane listing drop downs with the names above, all as Unavailable. I am using Windows 7 RC 7100 64-bit.
  2. Looks superb! I also can't really tell the difference between the texture images, except they're maybe more contrasted now. Although somehow they still look better, maybe it's because of an updated lighting engine.
  3. Wow, all in-house? I want names please
  4. Well I just found an 0AD trailer in my hardrive that was apparently made in 2002 But it looks extremely proffessional; it has some decent CG models, and the whole proper deep american voice talking. Did you guys pay an actual CG team to make the trailer?
  5. I have an idea How about no drop-off points, however players can build drop-off points next to the resource that will increase the gather rate.
  6. I think it would be more worthwhile to add screen effects (for use in scenarios?) rather than HDR, such as distance fog and blur, colour inverstions/distortions. However it would be good if you added in Bloom, as I like how there are some lighter spots and also how the actual light source glows onto the edges of scenery http://th7.org/wp-content/images/hl2lc/00.jpg
  7. Haha why is housekeeping logged too? "revision: 3738 author: jan date: 2006-04-09 housekeeping:"
  8. Cool video, though I think everyone would have expected one of them to die by the end of it
  9. lol I just realised this was a an April fool's joke. I would've realised earlier if I actually understood what you were talking about
  10. Hmm the shadows in the previous screenshots look better to me.
  11. All looks a bit too confusing for us mere mortals
  12. Heh Wijit, us mere mortal designers will never know what programmers get up to What was that about the stamina?
  13. Vrey proffesional. Moreso than I can write proffessional it seems
  14. Less eye candy, more info eh? Atleast take the newbish lines off the banner then
  15. Ah, this would mean you'd need a lot more texturers I guess..... *walks away smiling*
  16. 1024x768 is a standard resolution for most peeps.
  17. Wow sweet. I noticed you mentioned Programmers. Does that mean it won't be from different texture files but different hues generated by code?
  18. Could you atleast resize that TLA/0AD pic then cause it's ruining the table width :|
  19. Hey all I've been following the progress of this game for some time now and everything looks pretty amazing. There's just one thing that's been bugging me all this time. I've noticed how all the human units' different features (like facial features, detailed textures) are very distinguishable, making them all look like identical twins. Past RTS titles have not had this problem because features like these aren't quite as disinguishable as they are in this game. So I was wondering if you have any plans to get around this.. Like a few texture variations and the like? It is mostly the heads that make them look completly identical. Sorry if you don't understand.. it's hard to explain these kind of things -RoE
  20. lol I knew straight away it was joke. I mean how could you not realise after reading those name suggestions I also knew there was something strange about that sauron
  21. lol I can't believe you all believed that
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