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Posts posted by historic_bruno
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Is this reproducible, or did it only happen once? Do you remember which point of the loading screen it occurs on? Can you confirm which version of Windows you are using?
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On 3/28/2016 at 0:12 PM, AtlasMapper said:
Beside these cheers, I have some suggestions. I believe you are probably already very busy by implementing all the features in the actual version, but you might find these comments interesting. There are just remarks, based on my humble experience of Atlas, and it is certainly related to my personal workflow, but here is what I have in mind:
- First of all, and the most important, I would love to have the possibility to see the entities UID when selecting them on Atlas. Maybe it could be possible to display it on the "display setting" panel ? It is very useful for me to set up triggers and scripting events. I know there are some trigger functions to retrieve the UID during a game, to retrieve their positions from a building or a trigger point or so, but these triggers points are limited, and getting UIDs would let me set up more easily some complex scripts in an easier and much more flexible way. In a similar point, (but probably at a longer-term), I would love to be able to select a few entities, and to group them (meaning attributing a group UID to act on this group and attribute an action to this group with a script). The latter point is probably more complex to implement, and probably requires to act on the depth of the game, not only on Atlas. But I had to tell.
- That would be really pleasant to improve the selection tool by letting the user chose what objects are selected. Eg. what I have in mind is a kind of list menu aside of the select icon, offering the options to select "all" ; "actors" ; "entities". I know you can switch between modes (probably not the "all" selection yet) by ALT-clicking, but this shortcut interferes with some OS commands. It would be easier this way for me. Moreover, when I work on actors, I don't work on entities, and in on another work session, I might want to remove all the objects at a time, etc.. But again, it might be related to my own workflow. Things would be clearer too this way (the ALT-click is not obvious at start).
- In a similar way, having a menu list to toggle between both painting modes (ie. left click normal, and right click "smoothed" mode) would be nice. I apply textures using a pen-tablet. I would love to be able to switch between modes acting on the left-click only. Moreover (but it is just a longer-term idea), being able to control the depth/size/strength of the paint or land tool with a compatibility with pen-tablet pressure would be amazing... But it might require a lot of work too.
- I would also love to have access to a list of available shortcuts from within the Atlas menu.
I have other ideas too, but I don't want to flood you with all of this. The Atlas editor is already very pleasant and is really a huge source of fun for me. There are just some personal suggestions that would make it truly amazing to me.
Keep going with good work!
I agree with most of the suggestions. I still think a hotkey for toggling different selection modes would be useful, but hotkey support needs to be improved in Atlas, so they can be customized to the users' needs. Documentation is also something that should be flushed out.
About tablet support, I don't think it exists in wxWidgets yet (the library we use for Atlas GUI and input handling). However, I found this discussion on their forum, perhaps that is something we can implement, but I think it's a low priority feature. I'm not sure how many of our devs have a tablet, but I do.
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1 minute ago, stanislas69 said:
Well what is the actor editor.exe then ?
That's the actor editor, which lets you edit visual things in the game: props, units, buildings, flora. I would like that to be integrated with Atlas at some point, and then add an entity editor, which would modify and create new entity templates.
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On 5/7/2016 at 6:28 AM, stanislas69 said:
Why not include Daes as well then ? Since nobody can import PMDs anymore
I don't think we'll include a model/animation editor with the game. But data supported by the editor(s), whether actors, entities, maps, etc. should be bundled as XML. We don't have an entity editor yet, but it's a planned feature
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I don't think it belongs on the diplomacy screen, we risk crowding it with unneeded information. As Lion says, it would be more useful to have advanced diplomacy actions there, if we have the space. There is a lot of information that could influence diplomatic decisions including tributing, but that doesn't mean they need to be visible there all the time.
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Not bad as a proof of concept!
I think they need to be grouped somehow, to provide context, instead of one big list. Maybe based on paths for the broadest organization, so that AI, GUI, etc. are separated.
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XMBs are just for the sake of efficiency, they are a more compact binary format that's faster to load than the bloated text format of XML. It's a similar reason for converting COLLADA XML files into PMD and PSA files. They are lossy formats though; they don't preserve all the structure and contents of the original source.
On 5/2/2016 at 3:33 PM, leper said:Yes, the XML files aren't really needed, but are kept so modders can easily check what templates are used and possibly fix only a single one without requiring them to get the file from the repository. Also the XML files are not that huge, and in case we ever want to update the engine (possibly including updates to the caching format) we can get away with not updating the mod data (the engine would then notice that the cached files are not what it expects and just cache them anew).
So we could remove the XML files from the packed release, but I'm not convinced if that would really make anything easier and will likely make one of the few things you can actually mod for a release harder.Plus, if we add something like an entity editor to Atlas, it would be much easier to work with the source XML than a proprietary binary format. The output of such an editor should be XML anyway, so people can share them and see the results in a human-readable format.
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On 4/29/2016 at 5:03 PM, papajo said:
For example it's as if you expected to hear something like "Charge their left flank" and instead you hear something like "peruse left side diagonale" If you can't find a way gather some greek folks to help you out I could make some voices for you (although I am not a voice actor my recording would be much better than the current ones simply because I would know which syllable to accentuate and what to say to be era specific... but it would be better to use my recordings only as a reference for accent etc) I could also provide more information about expressions and why to use a certain syntax etc also give you some expressions of historical value.
The problem has never been lack of desire to improve 0 A.D. unit voices, the topic has been raised many times :-) The problem is finding someone to take charge of that project, and with regards to making the recordings, most people don't have experience or access to quality equipment for that. There may be ancient Greek scholars, native Greeks, and voice actors perusing this forum, but I don't know if anyone meets all 3 roles, maybe that is why there's no progress made. Obviously, if the phrases are wrong, we should fix those before even thinking about how they sound, much less recording them.
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On 2/3/2016 at 11:33 PM, gameboy said:
Why do you need to open the developer mode to cancel the camera?
Because with an unconstrained camera, it's easy to get "lost' so you don't know which direction the camera is facing anymore. If you notice, most games have reasonable limits on how far you can zoom or rotate the camera, those are camera constraints
On 2/3/2016 at 11:33 PM, gameboy said:Why choose to show the sky in the game options menu, the sky does not show, all around is dark, there is no show the sky.
The sky is only intended to be visible in water reflections, it has never been directly visible except when the camera is at very low angles to the terrain:
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Did it work for you before?
Are you sure the sky is in the camera's field of view? You might have to disable camera constraints (in the developer overlay) and tilt the camera to see it.
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On 1/28/2016 at 6:18 PM, elexis said:
Would anyone besides Farwest need this option?
If you don't want to read the specific name, read the generic name. We shouldn't have hundreds of options for things nobody changes.
I've always been in favor of such an option I think it would go nicely with a simple/advanced UI option. As to whether I would use it or not... I do like foreign languages and they add a degree of authenticity and history to the game. But I can understand players not wanting to see words in obscure languages.
(And I have no problem with hundreds or thousands of options as long as they are documented )
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Just note that restarting the game is required for it to work. Although the relevant code could possibly be re-written in such a way that it instantly takes effect.
Also the option should only be presented on OS X - not sure if the options menu supports platform-specific settings or not?
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There is a "macmouse" option available for exactly this purpose It defaults to false, but you can set it true to get the emulated right-click behavior (Ctrl+Click). See http://trac.wildfiregames.com/wiki/Manual_Settings
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Can you describe the issues you're having with the graphics? Screenshots (F2 in-game) help. Also, please post the system_info.txt from the game's log folder.
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Nice work! And also on setting up the secure sites The new theme is very modern, even if it takes a little getting used to.
One issue I'm having with the new forum is a prompt every time I visit asking me if I want notifications from this site. What exactly are the notifications? I can choose always show or always block, I'm just not sure what I'm choosing. This is using FF 43.
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Please install the matching 0ad-dbg package for this version, that should let us see a more useful call stack.
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I've never encountered that term before. Not that it necessarily has to change, but I have seen quite a few other Latin terms, so this must be a more obscure or specialized one. Maybe an AI description isn't the right place to use that particular term?
Also googling it brings up "bonus-malus", not "malus-bonus".
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This is all I could find: http://wildfiregames.com/forum/index.php?showtopic=16478&p=249729
There was another (public) topic that had concept art and 3D renders, but I can't find it
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What is the last revision that works? Does A19 render correctly? You might try adjusting your graphics options to find if any of them have broken something.
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Yeah, I have suspected this based on several crashes reported via Trac. They haven't been conclusive and I haven't had time to do much analysis of my own. On Windows, it is potentially even more serious as the 32-bit process only has a 2GB address space.
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I can't reproduce this on my system, Win 7 Pro 64-bit w/ AMD Radeon HD 6850. Anyone with an AMD GPU seeing this?
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Weird, it seems to have failed when logging the error, whatever it was. I'm not sure why that would happen. Maybe you can run DebugView before the game, and next time it crashes there will be some useful output captured. One possibi8lity is the game ran out of memory (only 2GB for a 32-bit process) though it usually doesn't crash like this. Do you run the game for a relatively long time, or play/observe multiple matches in a single session, or rejoin multiplayer games before it crashes?
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You appear to be using fancy graphics including preferglsl, can you try starting the game without those options?
Alt-Tab Crash on Loading Screen
in Bug reports
Posted
I wonder if it's something specific to Windows 10? I've never seen anything like it on Windows 7. The most similar bug I know is pressing Ctrl+Alt+Del to access the login screen while the game is loading -- that happens in Windows 7.
What happens when you Alt+Tab in Windows 10, is it different than Windows 7?