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fabio

WFG Programming Team
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Everything posted by fabio

  1. It works now, and it's it's really fun to play ! I loose at 27' when they send me some rams. I am not a good player, I suppose that an experienced player could do much better than me. Maybe you could add a couple of other messages to please users before the first attach, something like "our spies revealed military activity at the (civ name) camp" and "our spies detected an army leaving from the (civ name) camp toward our base, they will be in our territory in (x) minutes", or something. I also have to say that performance it was good, never went down to 10 fps. It would be nice to have this integrated in the official game since it's something different and funnier to play than the usual AI.
  2. See also here and following posts.
  3. I am not able to run it, I get a lot of errors on current SVN. Put it here: $ ls trunk/binaries/data/mods/defense/ defense.zip Run with: ./0ad -mod=defense I get this:
  4. I did some test and yes, the sim interpolation improved quite a bit performance, at least when FPS is already good, with many units the bottleneck is somewhere (pathfinder) and the sim interpolation improvement become insignificant. If you read this whole thread you'll find other open tickets, there is also this one not here: http://trac.wildfire...com/ticket/1860 . There should be a performance page on wiki to have a page with updated information (I may do it if it's OK).
  5. FIFE, the engine used by Unknown Horizons, is experimenting with Fifechan and CEGUI.
  6. IIRC there was a problem some time ago that javascript float functions returned slightly different values on different OSs and were reimplemented some way, also IIRC this should be fixed in newer spidermonkey. Maybe this commit: http://trac.wildfiregames.com/changeset/11363
  7. It would be nice to put the two tutorials (and possibly the defense mod which looks fun even if I still didn't try) under the campaign section (with a campaign name as something like "Tutorial"). Where they are now they are hard to notice, also other RTS put tutorials under a campaign. Eventually also adding a check (saved in local preferences) to enable the second tutorial only after the first is successfully completed (and the defense mod after finishing the second tutorial). It's not a huge difference, but it should please users .
  8. There are two tutorial maps and there is also a defense mod. Other than those there is no campaign, only standard and random maps which all have a human-like AI.
  9. Why not what proposed here? It should even require less work.
  10. Maybe this is the page you are searching: http://trac.wildfire...ayFeatureStatus
  11. Eventually the intro could be played only the first time the game is run. Later it should be skipped, if someone want to see it again it could do with a proper menu item. This way the loading time should not be a problem.
  12. This is fixed in alpha13, see the ticket for more info.
  13. Yes for me (I didn't do extensive testing however it's better than qbot). It's already the default on some maps (e.g. Acropolis 1 and Zagros Mountain 3) anyway. The starting cavalry is still unused.
  14. I like these two.The first one should require a embedded 2D videoplayer which is currently missing from 0 A.D. however. The latter looks nice, I'd suggest to implement it like a regular scenario replay rather than a recorded pre-rendered 2D video. Size will be much smaller (note that Linux distributions often remove or make optional from their repositories large video or music packages), also it can be updated with no effort when models and textures get updated.
  15. I have a question: why the AI plans some actions (advance phases, build fortress, and so on) based on time rather than on available resources? I mean the time approach could not be optimal when starting with a lot of resources (this way it could progress faster), or if natural resources are far away (slower). (Also update readme.txt with the new command line).
  16. Alternatively you could set up a battle scene rendered in real time using the simulation and graphic engine, but with a scripted moving camera.
  17. Since no one still did it, I opened a ticket myself (#1856).
  18. Also I get a warning: Trying to reach city phase but not a: warning: Trying to reach town phase
  19. OK, build is fixed. There is a [warning] inited when starting a match. Also for some reason the AI doesn't use the cavalry which is very effective at gathering food (this speed is an old bug possible needing a fix, the AI could use the cavalry anyway).
  20. I get this build error on linux: ../../../source/simulation2/components/CCmpAIManager.cpp: In member function ‘bool CAIWorker::TryLoadSharedComponent(bool)’: ../../../source/simulation2/components/CCmpAIManager.cpp:401:7: error: ‘callConstructor’ was not declared in this scope ../../../source/simulation2/components/CCmpAIManager.cpp: At global scope: ../../../source/simulation2/components/CCmpAIManager.cpp:362:7: warning: unused parameter ‘hasTechs’ [-Wunused-parameter] make[1]: *** [obj/simulation2_Release/CCmpAIManager.o] Errore 1 make: *** [simulation2] Errore 2
  21. Google Summer of Code will return for its ninth year. According to the schedule mentoring organizations will need to submit applications from March 18-29, 2013. The student application period opens April 22 and closes May 3. It may be a useful event to sponsor some new features for 0 A.D.!
  22. Following pyrogenesys moddb page I found Byzen mod based on 0 A.D.. There is a recent demo release but there is little information there. Did someone try it?
  23. Is this still being worked on? Can you give us an update on current status? Is there a rough estimate date for the finished work or first code drop? Thanks!
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