Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2013-04-05 in all areas

  1. A point I brought up in the IRC channel was that 0 A.D. has to stick to relatively realistic and historical solutions to balance problems. For a fantasy or sci-fi game, if in testing one civ is underpowered the developers could just invent some kind of unit or bonus to eliminate that weakness. To stay within the themes of 0 A.D., we can't really do too much of that, if at all. We have to come up with some kind of justification for adding this or that unit or bonus. I'm not saying it is impossible, but ours is the more difficult task if you wish to compare the development of 0 A.D.'s factions with Starcraft's. We just have to be more creative, in a way, than Blizzard had/has to be. Yeah, I said it! We have to be MORE creative than those building a fantasy sci-fi game, because we have real conceptual limitations to work around where they had none or few. Constraints encourage and enforce creativity in this regard.
    3 points
  2. It's a temporary solution, in the end having multiple water planes will just have to be possible. Multiple tiles won't work, unless the ground is flat, which it rarely is. I've already made a lake though. This was an octagonal plate using the water texture around which I elevated the gound to form mountains. Haven't tested with waterfalls yet though. But that should work.
    2 points
  3. Actually for part one, Ancient Persian fits the most. And Middle Persian is still spoken in some central cities by some of the Zoroasterian minority here. But There are enough known Ancient Persian words for most of the simple dialogs we need in the game. Still, I can help with all of the three languages.
    2 points
  4. Hi guys. Let's decide what we want to see in Alpha 14 and what kind of time frame we'd like to do it in. ALPHA 14 MAJOR FEATURES LIST - We should probably chose 3 major features from this list!Comments: If we manage to get any 3 of these into the game all in one Alpha, that would make for an awesome release. We may have to drop 1 or 2 from the list. Some of them may already have wip patches. Initial implementations don't have to be perfectly balanced. We can work on balance later. Graphics Options Menu #1810, #1811, - Related design thread. - Who would like to work on this? Multiplayer Lobby #1504 git branch with updates - Related design thread. - Who would like to work on this? I believe there is a patch? Exponential ArmorImplemented!!! #1908[Patch] - Related design thread. - Workers: Alpha123, Quantumstate Running/Charging #994 - Related design thread. - Who would like to work on this? Trample damage #995 - Related design thread. - Who would like to work on this? Capturing (buildings) #996 - Related design thread. - Who would like to work on this? Conversion (domesticable animals, females) #997 - Related design thread. - Who would like to work on this? Aurium did some work on that, we should try to get a WIP patch. ALPHA 14 OTHER FEATURES LISTNew Music for Mauryans - Omri New Music Tracks - Omri Indian Elephant and African Elephant Animations - Zaggy. Anyone else? ALPHA 14 IMPORTANT BUG FIXES, RELEASE BLOCKERS, AND PERFORMANCE ISSUESRanged Units Turning Bug #1906 - Related discussion. - Who would like to work on this? sanderd17, sbte Animal Sounds are Omnipresent Implemented!!! #1929 - Discussion? - Who would like to work on this? LOOKING AHEAD: ALPHA 15 FEATURE LISTComments: We can move anything we don't think will be done in time to this list, or from this list to the A14 list if someone wants to work on them. UnitMotion Tech Modifier #1958 - Related design thread. - Who would like to work on this? New Farming #1318 - Related design thread. - Who would like to work on this? New Corral/Herding Features #1907 - May require Capturing and Converting implemented first, or in conjunction. - Who would like to work on this? Hero Auras - Related tickets? - Related design thread. - Who would like to work on this? Ptolemaic Egyptians (Ptolemies) - Related tickets? - Related design thread. - Art department project. Probably do lots of planning during Alpha 14 and start on assets and hopefully debut them in Alpha 15. Minimap Buttons - Related tickets? - Related design thread. - Who would like to work on this?
    1 point
  5. Hi, I'm new to this game. I would like to start participate into 0 A.D. development. I'm going to start with ticket 1848. Wondering if anyone can help on understanding the structure of 0 A.D. development files. I found the fireworldclickevent. I think i might need to find the place where it identifys the selection of a building. anyone could tell me where it is? or give me some suggestions or ideas? thanks in advance
    1 point
  6. Perhaps you can have a look at the profiler during a game and look at the timings. The profiler can be brought up with F11 (and framerate with alt+F ). It shows how many milliseconds were spent on each separate step, info that help determine where your computer has a bottleneck. I have attached an example of the profiler, at the start of the Mauryan Punjab demo with 1 Aegis AI bot: The sim parts (simulation, pathfinding, AI and such) and the render parts (drawing the models to screen) are the most important (the rest should be fairly quick, plus there isn't that much that can be done about those). In my example you can see that the sim steps take up about 26 ms per frame, whereas rendering takes 81 milliseconds. No surprise the framerate is just 7fps. If you would open the Settings dialog from the top right corner menu, you can turn on and off different things and see it reflected in the render time. For example, turning off particles and shadows each reduces the render time by about 10 ms/frame for me. None of it is going to help me much, because my computer won't ever come close to a bearable framerate (anything 20+ fps) on a dense map like Punjab. Even on the lowest settings quite empty maps like Oases give me only 25 fps. But such stark differences show that for my computer the graphics are the main bottleneck. In my case I could switch from OS X to Windows on the same machine to improve the performance by quite a bit (30 fps should be possible with low AI action going on). So, profiling can help you determine what causes a low framerate. In my case I could switch to a lower resolution (1920x1080 is clearly too much) to improve performance. On the other hand, even if rendering took no time at all, the framerate would still be just 40 fps.
    1 point
  7. Actually, the server they're hosted on is most likely not as they're hosted on a myriad of SourceForge mirrors =) Maybe we should stop using releases.wildfiregames.com as an intermediate and just link directly to the SF files It's really nice to have everything together on one page though.
    1 point
×
×
  • Create New...