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Showing content with the highest reputation on 2016-03-14 in all areas

  1. Okay, I got hold of a Raspberry Pi 3. There's now an experimental Gallium VC4 driver for the Broadcom VideoCore4 graphics chip in this device. OpenArena runs perfectly as you might expect as it is a common test case and complete. Anyway, there was 0.A.D in the Raspbian repository, albeit an old version, so I thought why not give this a go? It runs! At least through the menus, when you try to load a map it complains in the terminal about GL errors (this is with all effects disabled and quick and ugly water selected and closes. Not bad though eh? The open source driver that I'm using here supports desktop OpenGL 2.1 according to glxinfo as well as OpenGL ES. However I believe the hardware does not support S3TC and only supports... EGL? Whatever the compression Android uses is. Just thought I'd leave this here for someone to enjoy. Kind regards.
    2 points
  2. Little update with seams removed. After that, level and color adjust (and maybe add detail under his hands and feet)
    2 points
  3. @AtlasMapper: these specs you quote are not quite accurate, you need a fairly fast system to run the game fluently with multiple AI's.
    1 point
  4. @sanderd17: Again, thank you very much for taking some time to help me and share your knowledge. I think I now have all the indications to make my script working. It will take some time, surely, but it seems feasible now. I guess I'll figure out how to manage my timer problem by tries, as well as for the icon use. Keep going with good help!
    1 point
  5. sanderd17: when the issues are fixed in the rmgen library they all are ready to be committed to svn (ask elexis on IRC for detailed info)
    1 point
  6. Thanks, I was just looking for the best way to inform people about any update for my map. You answered. I'll create new posts then.
    1 point
  7. @sanderd17: Thank you for your help. Yes I already tried to review the trigger help page. But there are not enough example of function to solve my problem. But I finally found some js examples in the game directory. I think I can balance the game with triggers/scripts. But I am not good in js/coding and as I have to do it by myself, it will take some time. By the way, here is what I started to code, to give you an idea about what I have in mind to balance the scenario : The idea is to set two other factions as neutral at start, to prevent any attack. If player one is able to reach and take the west dock in time, so help from player 3 will stop him to take the island. Then Player 3 will only ripost when beeing directly attacked (trigger not implemented yet). But I have to face many issues. First, I have some errors while loading the scenario (message error about line 46, problem with JSON), I added "TriggerScripts": [ "scripts/TriggerHelper.js", "scenarios/malta.js" ] In my .xml file, but the script doesn't seems to be loaded. Can you see any error ? Secondly, there are some missing function to me in the examples, like a "timer" one. I'm using the var = timerdata to try to generate a timer and check for its value with other triggers, but I am not even sure I can do it this way. Do you have any other tips for this ? About the ownership: you're right, I added these entities too fastly, without checking their ownership. I still don't know the use of a ownership of a goat in-game. But I now understand the gameplay problems it can generate. I'll review all of this and reattribute Gaia ownership for them. Thanks for noticing me!
    1 point
  8. In the last team meeting, we've decided to put the string freeze for A21 on Wednesday March 16th. That's the final date for new maps to be added to the next release. Can someone make a list of maps that should be good enough for inclusion?
    1 point
  9. http://trac.wildfiregames.com/changeset/17875 Hi guys, Here now we have shared dropsite tech. It is a good thing. But I was think it could be better. In this tech you force your ally to allow you to use their dropsites. This isn't very nice for an ally to do, is it? Now you can steal your allies stone and metal and wood without their permission. (EDIT: tested aianst AI, not against human, so it defaults to forcing Ai to allow you to use their dropsite, since maybe logic is not there to make the decision to unlock different dropsites, see edit at end of post) Instead I was think it should be the other way arround. The tech should be to allow your ally to use your dropsite. This makes for more team interaction I think and more team orient. This is a gesture of goodwill to benefit your allies instead of only yourself. Also, in Delenda Est I rename it is Trade Agreements and use a shaking hands icon, to show it is a gesture of friendship. EDIT: Though now I see there is unlock button for your dropsite. Hmmm, does this show up after your allly research the tech? All-in-all this game need better notifications as well: Ceasefire timer "Mimo has reached Empire Phase!" "Your ally has researched Trade Agreements! Unlock the dropsites you wish to allow your ally to be able to use!" A bunch more.
    1 point
  10. Their range may have been greater but it's habitat that counts mainly deep forest and mountain forests they are fairly shy beings that like the cover that habitat provides. Enjoy the Choice
    1 point
  11. ArferBrick, it's better to create a simple mod than to modify the public.zip. A mod can overwrite any file in the public.zip by its own version, you only need to place a file with the same name and path in your mod. The advantage of making a mod is that it's clearly split from our code, and you can enable and disable it through the game. The only thing you need to make a mod is a mod-description file (like public.json, but with altered parameters, take a look at some active mods to see the json file), and the files you want to overwrite. Doing it like you do now is also possible, but will cause more problems when upgrading (an upgrade will replace the public.zip), and it will also not allow you to play multiplayer (you'll have a different version of the game, and will immediately get an out-of-sync error).
    1 point
  12. The image should be a square image, with binary size (32x32, 64x64, 128x128, ...) and the size of the map is deduced from the image size too. I have no idea how hard it is to edit that Atlas code (never worked a lot in Atlas), but I'll ask trompetin17, who should know more about it.
    1 point
  13. There is a 0 A.D.-related ticket in ReactOS bug tracker: CORE-9941 (After installtion 0 A.D. doesn't start) , it's from July 2015 (2015-07-24) and for 0 A.D. Alpha 17, so something may have changed since then, but at least it indicates that there were some issues not so long ago. If someone will do more testing - make sure to add details into the ticket too
    1 point
  14. Hi there! So I take part in this texturing, here is my WIP for now: You can see on the left the texture in its HD version and a 3d preview of it. The 3 screenshots on the right are the final size texture. Now I have to blend the different images and balance the color and darkness of it!
    1 point
  15. I think I'm done with the male gorilla now (definitely male and female version!) Edit: Just a crude texture paint to see how it looks. gorilla_male.zip
    1 point
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