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Showing content with the highest reputation on 2013-10-01 in all areas

  1. Fixed with updated forum software. HTML5 videos on forum, finally!
    2 points
  2. http://exilian.co.uk/index.php We (we being Exilian) are giving you some front-page time at the moment, and FB/twitter shouts.
    1 point
  3. We'd really like to do them justice in the sequel, plus they were much more 'active' against Rome during the imperial period ("0 A.D. - Empires Ascendant" takes place from 500 B.C. to 1 B.C., while "0 A.D. - Empires Besieged" takes place from A.D. 1 to A.D. 500).
    1 point
  4. I don't have much time right now but I'm on it. A terrain smooth painter is implemented and I'm trying to get the terrain generated initially be smoother at predefined start locations. The start locations are the main problem IMO so I try to solve this first before I continue with terrain texture and additional props. For this I fear I'd like to discuss with Spahbod first to slightly change the random biome code. Also there is a quite fundamental question concerning how heightmap changes should be applied before it becomes an rmgen library. http://www.wildfiregames.com/forum/index.php?showtopic=16242&page=10#entry274907
    1 point
  5. What a great initiative! Why not? The fundraiser runs through October 20, 2013. I am willing to consider reimbursing him for a predetermined sum, if he can show us a quote or receipt. I'm thinking $50. How much does he want? If he wants the help of the community writing and designing these materials, he can start a forum thread without need for the approval of the Treasury Committee.
    1 point
  6. Beautiful work! Excited by the much faster loading time too.
    1 point
  7. Does it seem like http://trac.wildfiregames.com/ticket/1763 ?
    1 point
  8. Some updates on the OS X build front. I've decided the way I was doing SDK builds wasn't entirely correct. I was building against the SDK of the oldest version of OS X we want to support (currently 10.5 or 10.6). That is easiest in some ways: it locks the API in, so you don't have to worry about weak linked symbols crashing at runtime if you don't check them, and you don't have to worry about lack of backward compatibility on some system libraries. The tradeoff is you are using an old API which may have less features or may not work correctly with new Macs. I think this is the case for Retina displays (unconfirmed), as the graphics APIs are being limited to 10.6 features. To remedy that, I have been adding proper, runtime weak symbol checking whenever there are API differences between OS X versions we care about (typically 10.5 -> 10.6, or 10.6 -> 10.7). The code becomes a bit yuckier, because you have to do compile time checking (to avoid compiler errors) and run time checking (to avoid loader failure or crashes). I have also stopped using the Apple-provided zlib, curl and libxml2, and added those to the OS X library build script. Now I have a patch that makes it possible to build with 10.5 support in the 10.8 SDK and beyond, for both 32-bit and 64-bit builds. This means the bundle build process is easier on my end, I only need a single Mac and if it's 10.8 or newer, we benefit from the latest APIs but keep support for the oldest OS X versions we want (hopefully with little or no additional work). This also means it's possible to have a universal app bundle, with both 32-bit and 64-bit binaries combined, so it should run well on *any* Mac with OS X 10.5 - 10.8. So here is a universal test bundle I made based on SVN r13920, what I would really like is some users with Retina displays to give it a try and see if it improves the game in fullscreen mode. But anyone with OS X could test if it runs normally: https://docs.google.com/file/d/0B-qlXhiirMW3ZVh4ZkNHNEFjVkU/edit?usp=sharing One known regression is Atlas won't work on 10.5 due to some STL template issues that I fixed in the engine but not in wxWidgets (dyld will say it failed to load due to a missing symbol).
    1 point
  9. I tried out the new AI today and it does seem more efficient. It also seems to have given me more time before it started attacking me. When I revealed their side of the map I could see a ton of workers and much less troops than last time. Here is their base: So it looks pretty good. That is a ton of workers but they don't send a massive army to me 5 minutes in, and I was able to defeat their first attack (though it is still a nice challenge)For some reason it decided to move like 100 units at once, and you could see every unit scrambling around to find it's appropriate path so that's when I saw a bit of a lag spike, but it is certainly an improvement from my last game when the AI caused a lot of choppiness later on in the game.
    1 point
  10. Not EB but a mosaic from Nile during Ptolemaic period.
    1 point
  11. Here is Black Forest, but it bugs and I didn't find the time to repair it. Black_Forest2.zip
    1 point
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