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k776

WFG Retired
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Everything posted by k776

  1. When I compiled the 'merged' branch fresh (no local modifications, applied merged branch on top of 0 A.D. git master, no default.cfg changes), the game segfaults when map loading reaches 100%, but before it switches to the ingame UI. It seems to work occasionally. So far, I've crashed it 5 times and it's worked 1 time. Hope these help: http://pastie.org/4222576 <- Apples default crash log output http://pastie.org/4222607 <- Result of gdb's "thread apply all bt full"
  2. @myconid Been tracking the changes in your Github. Nice progress. Any change you could have a branch which merges all the work together? It's nicer to try all the things together.
  3. The logout issue should be fixed now.
  4. Ah yes, I missed out a bit. It should have read '... and it (their browser) converted ...'
  5. Logout used to work. Someone at some point edited the templates and it converted '&act' into '%A7' for all links. The same bug used to affect the mark as read link, but I fixed that one.
  6. Interesting thought, but I know people that hardly ever wear hats and are bald as well as those who almost always wear hats and have a full head of hair. There is probably environment and hygiene reasons as well, but balding is mainly genetics. The more family lines with balding, the earlier balding starts in each descendant.
  7. Would be cool, but it'll never work. Big changes in SVN need to be compiled usually, and compiling isn't done automatically. It has to be triggered. So if someone hits update before the game is recompiled, then things will break majorly. It's also a massive job. Embedding SVN, making it work.... this'll never be done. Sorry.
  8. Yer, keep the name and description. I just meant no attack/armor stats in that tooltip. That sort of info has been, should be, and is on the sword/shield icon.
  9. Very nice work on the hills myconid. I second Jason's enquiry. Tell us a bit about yourself. How did you find 0 A.D.? Have you done other game development? What do you plan to do after finishing your renderer changes? Keen to pick up other features 0 A.D. needs? (like multiple obstructions per entity).
  10. The developer (Philip) has just informed us he'll be working on game related stuff for the next 2 weeks, then he'll have a busy month or two where he can't, then things will be more stable and he can contribute regularly again. So hopefully the new path finder will be done within these next two weeks :-)
  11. There are already well defined milestones for each release (the set of features targeted for it, the 2-monthly release schedule). The problem is getting things done during that time. We need more active developers. If you want to help, go see if you can drum up some free time C++/Javascript developers willing to help out for free.
  12. Sure. The game compiled fine, and it looks just like it did before. I guess that's a good thing? I'm having trouble noticing any of the new effects. I guess an artist needs to come in after this is added and add heaps of new effects for each building?
  13. Compiling now. mycoid, if you have time, can you pop on IRC and I'll provide questions/feedback as I test this.
  14. Got as far as running UPDATEACTORS.sh and I ran into this: % ./UPDATEACTORS.sh sed: 1: "./campaigns/flora/trees ...": invalid command code . sed: 1: "./campaigns/flora/trees ...": invalid command code . Probably because I'm on a Mac?
  15. The issue isn't organising what goes into a release (we have a roadmap of what each release should get done). The issue is the speed of developing features, getting them reviewed, and then included into the game. Things constantly get pushed back. One of the selling points (metaphorically of course - the game is free), is that the game runs on Windows, Mac, and Linux. We're not about to start supporting only one system. Art/Civs are developed separate from the rest of the games features (different team of people), so these don't slow down the programming team.We appreciate your feedback, but you must understand, we aren't a paid company. We don't have a team of people working on it each week. We're all free time devs, so trying to push a commercial style roadmap/planning system on us won't work. It might even backfire and get less work done. That said, if you'd like to help contribute to the games code, please feel free. We could use some skilled people.
  16. Very nice work. I notice the shadows flicker as the trees move though. Are shadows done on the CPU or GPU? If they're on the CPU, it'd be nice to move them to GPU rendered. Should be faster right?
  17. Again, nice work! :-) Do you have a list of what is left before you can start cleaning it up for review and including into the game? Think I said this before, but would be nice to have these in Alpha 11.
  18. We can always redo parts of it in the future if we get a better way of doing it. Yes, thank you Brian. :-)
  19. I think it should be quite simple but it's probably too simple. Music on: Enemy force is 3:1 within radius Music off: Enemy force is 1:1 within radius (yours v.s. theirs) = (NB = no battle, BU = battle music for us, BT = battle music for them) * 1 v.s. 1 = NB * 1 v.s. 3 = BU * 10 v.s. 10 = BU & BT * 10 v.s. 1 = BT * 30 v.s. 10 = BT * 10 v.s. 30 = BU
  20. @Brian: Much of what Ben said. We can't pick only armor and attack when speed, accuracy, etc stats are just as important. I'm quite happy with the latest mockup. It may not include the stats, but it's certainly an improvement on the Alpha 10 panel. When/if you implement this Brian, stick all the attack/armor/speed/accuracy etc info into a tooltip when hovering over the shield/sword icon. Nothing when hovering over the portait please. And what we could do in the future is replace the hover tooltip with a hotkey which toggles another unit panel, like pressing tab switches the units stats (armor, attack, speed, accuracy, prefered units, restricted units etc), and pressing Tab again (or closing the units panel) switches it back to the default view.
  21. If it's not built into Git, we can't use it. Forcing everyone to have the same plugin installed would be painful, and annoying.
  22. I like the combined name though in my mockup. The generic/specific being separated in the other one looks weird.
  23. How about this? (combined the name panels, swapped food/sheild icon positions, rounded off health bars)
  24. Ok, lets settle on something for Alpha 11, and then we can think about a new GUI system in the future. @Brian: Go ahead and put the panels back together, then implement this please: It satisfies nearly every requirement/preference for the new panel.
  25. myconid: This is starting to become a mammoth patch. That'll make it hard for developers to review and commit. Where possible, provide a patch for each individual feature. e.g. If the code for smooth LoS doesn't rely heavily on your other changes, pull it out, patch it up, and post it on http://trac.wildfiregames.com . Same for distance fog, bloom, hills with snow effect, etc.
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