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Showing content with the highest reputation on 2015-01-30 in all areas

  1. We already have a game manual that anyone can modify, on Trac http://trac.wildfiregames.com/wiki/0adManual It may not be the prettiest site, but wikis do seem to work fairly well for community generated documents (we could certainly adjust the theme to make it more aesthetically pleasing). The other ideas seem related to the lobby, I think an account management site for that would be very convenient. Right now, only mods/admins have access to that, as far as I know. There's no password change or recovery interface for users. Profile pages would also be useful, you should talk with the lobby devs and bounce some of the ideas off of them, to see what's feasible or not with the current system.
    2 points
  2. As you may have noticed the last couple of days there have been issues with both the forums and the web sites. This started with a hard drive failure on the hard drive where they were hosted, and it seems that has then caused issues during these last days as well. The issues were beyond our control, but might have been possible to resolve over time with the help of the hosting company. Since we had already started to move things over to a new server with another host, we decided to instead start using the new server instead of trying to get things working on the old server first. If you are reading this, then you are viewing the forums on the new server! Which in general is a good thing as the new server is a lot better (to start with it's just used for Wildfire Games stuff, the old one we shared with other web sites), and we do have more control over it, which should mean that we can do more/and sooner to fix any new errors that might appear. There is one bad thing though, some very recent forum posts may have vanished. There was no backup more recent than the 23rd of January. So anything between that date and now is unfortunately lost (the silver lining is that since the forums were down for most of this time not many posts were made), but as far as we can tell there is unfortunately nothing we can do about that. Things should work as usual, but please be aware that there could still be things which needs to be fixed, so have patience with us. Please take a look around the forums and test that everything works (and let us know if it doesn't). Also, our emails are not yet moved over to the new server, and they are also affected by these issues. This means that we are not likely to receive any emails sent after the 23rd, and it will most likely take a little while yet before we can be safely reached at our Wildfire Games email addresses. For now please use other means to contact us and we will let you know when they are back and running.
    1 point
  3. I have just started developing a more advanced(?) attack/defense system for AI bots. I feel the current common-api a bit hard to use: For example, in entity.js the definitions of entity and -templates are lined up one after another, with member functions not sorted. I (have to?) scroll through the whole file when searching for some entity property. So, i got the idea of improving. I have used JsDoc with satisfying results for documenting JavaScript code and applied it to a patched version of the common-api to get a doxygen-like representation. The tool is Apache-licensed, runs on (at least) Windows, Linux, BSD, and is highly customizable on the generated document format (see attachment description below). It should be possible to find or build a layout to fit nicely into the current 0AD documentation. Question: Is there any interest in "officializing" this approach, and to adapt the whole common-api for generated html-docs as in the attachment documentation-proposal.zip? Any comments welcome. The zip archive contains the following sub-sections: /common-api.original: The original common-api files for reference /common-api.jsdoc-compatible: A patched version. JsDoc does not accept the new Map-compatible JS loop style used in the EntityCollections. The module can be run within 0AD but i introduced some bugs (petra is training entities but does not gather/build at the moment)./common-api.documented: The patched version with documentation added./default-layout: The JsDoc output via the default JsDoc template/special-layout: The JsDoc output via the template i use for my AI experiments/documentation (based on an elder JsDoc version). A sample on customizing documentation. I can provide the template if desired.Notes: I have not adapted all parts of the common-api to not waste much efforts if this proposal is rejected. The description of the "EntityCollection" class gives a good idea on how the results may look like. As far as i know, Doxygen does not support JavaScript as an input language. There is a perl script which can convert JS sources into Doxygen-compatible C++. To me, this seems to much "make-do/Rube-Goldberg" style.
    1 point
  4. Sorry my fault. opening atlas i recognized that the female workers and the other units are placed on the map by default. So opening up a random map worked. But thank you for your time.
    1 point
  5. > ...yet another argument for shared libraries for simulation and RMGen IMO I wish, I could use my JS helper lib for simulation, rmgen, trigger and bot...
    1 point
  6. It only happens when switching between fullscreen and windowed mode? There's not a lot of information to work with in this ticket, not even an attached system_info.txt.
    1 point
  7. I'm only want to take my pc and continue making animations, but i needed some air at this summer I'll come back, keep calm
    1 point
  8. i'm out of the city and i dont have my pc here, i'll continue after return home. sorry guys, i'll send everything you need as soon as i can
    1 point
  9. Hey, a few things to add on the strategy guide Basic Economy, Food --> Fish Basic Economy, Wood, Stone, Metal --> Soldier has a bonus when gathering wood, stone and metal Basic Economy, Metal --> Metal is used for most of the upgrades (economic upgrades, armory upgrades...) Basic Economy, Population --> There are two types of houses in 0 A.D., houses that cost 75 wood and give you an extra 5 pop and houses that cost 150 wood and give you 10 pop. Ptolemies are the exception, it doesn't cost anything and give an extra 5 pop. Basic Military, Types of units --> Infantry Spearman, Swordsman, Slingers, Archer, Skirmisher Cavalry Spearman Swordsman, Archers, Skirmisher Chariots Siege Elephants Support (healing units from temple) Dog (only for Britons) Advanced Economy, Tips for hunting (sorry for my bad explanation...) --> when hunting an animal that will try to escape (giraffe), firstly click behind the animal and use shift click to attack him, in that way it will escape in your CC's direction. --> when hunting an animal that will attack you (like elephant), just attack, he will attack back in your CC's direction Advanced Economy, multiple deposit --> Multiple deposit has two meaning: first, it means whenever it is possible, try to use one deposit for a forest + a mine (stone or Metal) Secondly, it means you should try to have 3 or 4 areas where you are gathering wood. In this way, if one of your deposit is under attack, you'll be gathering at your other areas Advanced Military, Harassing --> When harassing, make group of units (For example CTRL 1,2 and 3), group of barracks (For example CTRL 4), If you do that and practice, you'll be able to harass and manage your city (economy mainly) at the same time.
    1 point
  10. That's exactly why i did that way. But I was thinking about and some post ago somebody said that there could be an a hunt animation, that could solves the problem between slaughter a sheep (who keep still meantime they are slaughtered) and hunting a moving deer (throwing a spear or a bow and arrow, I don't know). And that will make it more realistic, i doubt that a peasant fights with a knife to hunt a deer. Like i said before, if the game engine can support them, i have no problem with making any animation
    1 point
  11. +Carry Grain/fruit +Slaughter +Carry Meat I think maybe every death animations must be finish in the center of the model, so there would be no problem like the one you see in the meat gathering video I'll finish all the FC's animations and then i'll check and try everything you ask
    1 point
  12. I think that one is better than the last one, it was to much relaxed. She wasn't cutting the tree, she was only removing the cortex. Thanks again, it's more easier work with your feedback. i'll make the missing animations before i start to check out new versions, so if you have recomendations, I can work in all at once.
    1 point
  13. Make walls buildable through trees. This can remove 75% of obstructions. my opinion.
    1 point
  14. That is a known issue and mentioned in the know issues thread that is pinned on one of the first pages of the forum it is caused by the pathfinder routine that every unit on screen uses to move about so more units on screen the more lag it is being worked on it is not a trivial problem to solve. Try playing on smaller maps with a low population cap to keep the problem manageable BTW if you had searched you would have found that it is one of the most common first questions Welcome to the community if you have any other question do feel free to ask them we don't bite except while playing multi-player games Enjoy the Choice
    1 point
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