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Everything posted by historic_bruno
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Yeah, qBot uses a hack to get around the serialization issues with AIs. until we extend the serializer to support them. I think the most important thing is not to throw a bunch of errors at the user for doing a "normal" task IMO it's ok if the AI has to restart when loading a saved game, if it avoids these errors, unless or until it can be properly fixed.
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This doesn't look related to AI in any way, more an issue with that system. The first crash is trying to read an invalid zip file (our saved games are stored as zip files). Can you find the matching .0adsave in My Documents\My Games\0ad\saves and rename it to .zip to see if you can open it? The second crash indicates a permissions issue. Where is your "%localappdata%\0ad\cache" folder located? How about My Documents\My Games\0ad? Can you confirm that your user account has read/write permissions on those locations? If it's not that, how much disk space do you have available on that drive? There's something odd about your Windows setup or system.
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Hi, the first question would be does the saved game exactly match the version you're loading it with? We've been changing a lot in SVN recently, so there is likely some breakage from one revision to the next. (of course we should detect that better than we do now)
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Hi, if it's your own custom build, can you run it in Visual Studio/C++? When it crashes, press "Break", then you will enter the VS debugger. The call stack will be shown, please copy and paste it here
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Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
So I tried installing MacPorts, then all the ports required for the old build system, then ran the new build system from scratch, all worked perfectly on 10.8.3 w/ Xcode 4.6. "otool -L pyrogenesis" revealed it wasn't even linking with MacPorts libs - it seems that won't happen by default. Then I tried the same with Homebrew, with the same results. So I'm thinking there is more to those build issues than MacPorts or Homebrew, it could be some other app was installed that mangled the build environment, or they were installed in a non-default way. But I can't reproduce the errors so easily. If you have errors, I would suggest checking there are no conflicts in your SVN/git repo, that everything updated cleanly, and then looking for any apps that might have modified the build environment in some way. It also may be worth knowing whether you upgraded OS X or it was a clean install? -
If you're up for it, what's to stop you?
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Missing msvcr90d.dll
historic_bruno replied to Malcom's topic in Game Development & Technical Discussion
The reason we don't distribute the debug runtimes is because it's not allowed by Microsoft's license. -
The problem is all these "free" services get less free over time What happens when YouTube or Vimeo require you to log in to watch a video? And start throwing in invasive ads? Or Germany decides its citizens can't view the video for some reason? And writing our own streaming player doesn't sound trivial. We could probably host it ourselves, but I think the better idea is to optionally bundle it with the game. We can always link to play0ad.com from within the game, and that in turn will lead to other content.
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http://www.wildfiregames.com/forum/index.php?showtopic=15838
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The short answer is there's no way to edit and modify PSAs. It's probably less effort to just create new animations and rigs from scratch, unless you have the source file, even Blender's DAE importer is buggy (I don't know about Max or Maya), so even if we could recover DAEs they wouldn't necessarily be all that helpful for modding.
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New Sound Manager svn patch
historic_bruno replied to stwf's topic in Game Development & Technical Discussion
MSVC warnings as of r13266: 9>..\..\..\source\soundmanager\js\SoundGroup.cpp(176): warning C4018: '>' : signed/unsigned mismatch 9>e:\devel\ps\source\soundmanager\items\cbufferitem.cpp(88): warning C4702: unreachable code -
Ancient Greek!?!?
historic_bruno replied to Atenmeses52's topic in Introductions & Off-Topic Discussion
Heh, that would be very cool I can't read Greek or Latin, but it would be a fun project for someone. Hopefully we get a translation system in place and make this happen -
Some time ago, Enrique made an animated WFG logo that looked very nice, that could fade into a cinematic sequence, and finally the 0 A.D. logo at the end. And I forgot how awesome the old AoE/AoK intros were, even though primitive by today's state of the art, they are still powerful to watch.
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There is no PSA to DAE converter as far as I know, you would need both PMD + PSA to recover a usable DAE, the PMD has the rig/mesh while the PSA has the animation frames. They are both lossy formats designed for efficiency, so we discard any data from the original DAE we don't need (including e.g. bone names). There is a PMD to DAE converter written in Python here, no effort was put into a PSA to DAE converter because there was a notion to redo most of the PSAs which alas, hasn't happened and may not.
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The problem I've had with AoK is that I can't host a multiplayer game on Windows 7, and in fact I don't think I can even reliably connect to a host using XP. My friend and I use the free GameRanger service if we want to get around this. I never found a working solution for that problem, is there one? (other than going through some sort of proxy like GameRanger which is perhaps what the new HD version does as well)
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Accessibility in 0 A.D.
historic_bruno replied to Jeru's topic in Game Development & Technical Discussion
Couldn't they notice this in match setup and bring it to the other player's attention? "I can't tell the difference between player 2 and 4's colors". Then the host makes a change. I still say discussing it in match setup would clear all this up (ask people to use civs or player names instead of colors, if need be), and also that 8 player multiplayer games won't be that common so that reduces the number of possible conflicts, and finally that once we have color options for match setup, who's to say we can't have palette presets and some of them could be color blindness compatible? -
New Sound Manager svn patch
historic_bruno replied to stwf's topic in Game Development & Technical Discussion
Sounds like http://trac.wildfiregames.com/ticket/961 Feel free to take ownership of the ticket and update it, if it's something you want to work on. -
Problems downloading, instaling and running the game.
historic_bruno replied to Fack_Atreides's topic in Help & Feedback
That could be antivirus software scanning the file after the download finishes and when you open it. It would be even worse if it tried to extract all the contents from the archive, that tends to be very slow and unpacks about 1GB of highly compressed data. Do you have an antivirus program installed and if so, which one? This is likely caused by a multithreading bug in the sound manager in Alpha 12, which caused it to use almost all of the CPU, but it's much less noticeable on newer multicore CPUs. Alpha 12 is also unplayable for me on my older computers. That is fixed for Alpha 13 (ETA: a few weeks) In the meantime, you could try Alpha 11 instead. Sorry for the inconvenience and thanks for reporting these problems! And I agree with others that you should upgrade your RAM, going from 512 MB to like 2GB is cheap and makes a huge difference for an old machine. -
Sharing trading gains [discussion]
historic_bruno replied to quantumstate's topic in Game Development & Technical Discussion
What if they're both Carthage? I agree civ-specific and tech bonuses would be nice, but I'm not convinced this is the right place to put it. In the scenario you explain, you would want to trade with civs that are terrible at trading, but never good ones like Carthage, because you'd get a smaller slice of the same pie. I think this is the opposite of what would really happen, people would trade with the civs that excel at trading in order to get better wares (not considering this from a microtrade level where we look at individual trader abilities, that would be silly). Couldn't we have independent bonuses for source and destination? Source bonus is applied when the trader returns to the source, destination bonus applies when it reaches the destination. -
Are you using our SVN repository or a release version of the game? If you're using a release, the original COLLADA (.dae) files will be pre-converted to PSA, but you can get the originals in most cases from SVN. For the others, some of the source .max files are in our art SVN, we might be able to get those if you need them. Which animation(s) were you looking for in particular? Also keep in mind the animation needs a rig/skeleton to be useful for anything, the PSA alone wouldn't help you much (the particulars of what it is can be found here).
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Nice work, it's good to see some progress on portraits
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Sharing trading gains [discussion]
historic_bruno replied to quantumstate's topic in Game Development & Technical Discussion
Why not make the player and ally get an equal bonus, so it's effectively 25% bonus for both? That seems clearer and simpler to me than a fraction of a fraction (which IIRC is how the patch is implemented).