Jump to content

historic_bruno

WFG Retired
  • Posts

    2.755
  • Joined

  • Last visited

  • Days Won

    47

Posts posted by historic_bruno

  1. Assuming you're on Windows: Download and install it, create a new project with the wizard, point it to wherever your pyrogenesis.exe is, and accept all the defaults until it's finished. You can set a breakpoint with Breakpoints > Break on Detected Error. Then press F5 or clicking the green arrow will start the game as usual. Now at any time you can press F6 or use Debug > Break inside gDebugger to break into the debugger, or wait until there is an error and it will break automatically. I would recommend testing in windowed mode, not fullscreen.

    Once you've broken into the debugger, View > Viewers > Graphic and Compute memory analysis viewer or Ctrl+Shift+M will open up a window that shows the GPU memory usage.

  2. Exemples : The trigger tab, the ability to load maps anywhere from atlas, I also like the way units info are displayed, Since we are talking of restricting the ability to build settlements the 3rd image at the top would be niceĀµ.. I also love the celt scout tower, but that's just me.

    I think we'll have some form of trigger editor, now that we have triggers, but did it actually work pre-Alpha? A lot of things were implemented pre-OS, then were removed when the simulation was reimplemented by Philip, etc.

    Did you try loading maps from anywhere in Atlas? :P That was broken for years until A16(?), because maps are loaded through the VFS, which is mapped to only a few real directories on your computer. The old file dialog was misleading that way, you couldn't really open or save anywhere.

    Where I download this version, I want to know how settlements work

    http://releases.wildfiregames.com/
    • Like 2
  3. Seems like your saved games are getting corrupted somehow. Can you attach one of those you can't load here? You might try moving all of them out of the saved game folder except one, and keep doing that until you find one that is broken (if any). They are simply zip files, we can test if they are valid.

  4. 2) Camera control - Overall its good. Would like to be able to rotate camera by holding down the mouse wheel though. Tilt camera would be nice add as well (didn't notice if it already exists, my apologizes if it does).

    Use Shift+Mousewheel to rotate the camera, you can find more hotkeys in the in-game manual or here. Mouse tilt may or may not work, we need more people testing it: #2848
  5. A brief update: the OS X build now defaults to using SDL2, build-osx-libs.sh should be run to pull in the latest dependencies. This offers several improvements, notably the ability to toggle fullscreen and windowed mode, and (untested) better support for Retina displays.

    There were some updates to build-osx-bundle,sh, including a new --release option that will do an SVN export and remove incomplete translations, etc. the same as build.sh does for the Linux release packages. Also, I have successfully built 10.6 and 10.7 compatible bundles on 10.9 with only a one line change in build-osx-bundle.sh, so I think we can go back to supporting them for A17 :)

  6. You also don't see if a foundation is DEAD in fog. one of yours, that is.

    That kind of makes sense though, if you place a foundation in FoW and it gets destroyed, that tells you enemies are there, but you wouldn't this know otherwise. I think it's a different case than deleting your own foundation, that is like canceling a plan, and it doesn't give you any more information to exploit. I'm sure there are other opinions about it. #2710 mentions some of these problems.
×
×
  • Create New...