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Everything posted by historic_bruno
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New Sound Manager svn patch
historic_bruno replied to stwf's topic in Game Development & Technical Discussion
That seems to fix the problem with the game not starting. I did the same test of initial match setup loading on an old single core laptop. The music sounds very smooth to me with no stoppages. The tradeoff seems to be the setup screen takes longer to load and the game runs slower, but it does run and with smooth music -
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
That's weird, it shouldn't be running libtool with the linker options. Honestly I don't even try building the game with Xcode, it's not worth it to me, though it's still useful for code editing. I use the "gcc" workspace instead, after installing the command line tools for Xcode. It should be no more difficult than running the make command, possibly you'll need to do "export CC=llvm-gcc CXX=llvm-g++" first. -
Accessibility in 0 A.D.
historic_bruno replied to Jeru's topic in Game Development & Technical Discussion
Adjustable font / UI scaling Careful and consistent use of colors to distinguish things (preferably use shapes and/or text) In-game volume controls Combine audible alerts with visual alerts and vice versa Instead of any two players, why not make the host responsible for approving it? They should have other "super powers" anyway, like ability to kick/ban disruptive players. If they use powers fairly, they get a good reputation, otherwise a bad reputation and it polices itself We could do some system of voting but then you have to resolve splits and it won't be much less contentious. -
Agreed, especially when it has been proposed to add even more status bars (see this topic) to the confusion. I can think of these possibilities: * Health * Resource supply * Siege pack progress * Loyalty * Stamina * Garrison capacity A different color for each? It's not very intuitive Surely there is a better way to present this information.
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Which OS/distro are you using? Can you attach your system_info.txt from the game's log directory? Also how do you know the GPU is overheating?
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I'm thinking we don't want buildings to be constructed on a 45 degree incline at any rate The problem with tying it into construction costs is that it enables "cheating" by modfying the terrain, if the price is right. Every competitive advantage that an RTS allows will be used, and personally I would find it very annoying if someone went along and modified a rolling hill into an impassable cliff - essentially modifying the natural strategic properties of the map, or manipulated terrain to fool the territory logic by cutting my territory in two (cutting it off from the CC for instance). What about using it to modify bodies of water? I just think that in an RTS, every terrain detail has a strategic value and allowing that to change during the game needs to be very carefully considered or prevented. If you want to build on the side of a cliff, don't, but if there are minor fluctuations in the terrain that makes a building look ugly, I think that's a valid argument for terrain flattening. And maybe as someone else suggested, it could be visual only and not influence pathfinding, since the descrepancy would be very small, but I have no idea how we'd make the distinction between terrain for rendering and terrain for pathfinding.
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That fixed it Now I can set a breakpoint and continue, but there are some problems the first time it's hit. Like k776, I get a crash when attempting to get the call stack. Unfortunately I don't have debug symbols for the Spidermonkey lib so the crash call stack is somewhat useless: For some reason the breakpoint is only hit once the first time game setup loads. I played around with it some more and it seems if I continue, exit match setup, and return to hit the breakpoint a second time, then getting the call stack works. I can also continue or step through and the breakpoint is hit many times. I got this crash once when exiting game setup and returning to hit the breakpoint a second time, it doesn't seem as easily reproducible as the first:
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That driver should work, I don't know what you mean by setting the graphics card to 2D. If you read the above link about known problems, it mentions using the in-game profiler. That will tell you whether the lag is due to rendering (possibly limited by GPU) or something else. Also have you set any advanced graphics settings for the game?
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I want to make a Random Map. Total Noob.
historic_bruno replied to Centurion's topic in Scenario Design/Map making
If you haven't seen it yet, look at http://trac.wildfiregames.com/wiki/Random_Map_Generator -
A very basic introduction: http://trac.wildfiregames.com/wiki/Modding_Guide
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This is just a test of a feature proposal I don't know how we want to do this, but it might make the topics clearer if we prefix them with a short descriptor. Or we could use the forum's tag feature.
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Hi, have you read the known problems topic? Low fps can depend on a number of factors, so it's best to eliminate some of them. Were you playing against AIs, and which map? Your hardware looks pretty good, do you have the latest drivers for your Radeon HD 4870? Are they Windows 8 64-bit compatible? It might help if you attach your system_info.txt from the game's log folder, as that will tell us more about your drivers.
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The yellow symbol appears to be a variation on a fleur-de-lis. The article goes on to say similar decorations have been used throughout history. The way it's depicted now does look very French/European though, at least to my eyes.
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===[COMMITTED]=== Ox Cart Trader
historic_bruno replied to Mythos_Ruler's topic in Completed Art Tasks
Make sure that neck flab is properly animated when it walks. jk lol -
Wow, nice work! Are you constructing this by hand or planning to script it? Also I don't want to think too far ahead, but if we ever offered physical copies of 0 A.D. for sale, a manual like that professionally printed would be awesome.
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I can't say for sure, someone with more OpenGL knowledge (wraitii or myconid) would need to look at the new fancy water code and see if anything is blatantly wrong.
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Ticket 1774 discussion and feedback
historic_bruno replied to kingadami's topic in Game Development & Technical Discussion
Agreed, nobody will be able to read numbers on the flag. Maybe numbers overlaid next to the flag, but even then it could easily be lost in the background. The idea of adjusting flag height is not bad, though I don't think the engine supports adjusting prop positions (yet), and we'd need to make sure the garrison flag prop points were positioned consistently in the models. I think we should keep the use of status bars to a minimum, because it's one more thing to learn when playing the game and they do start to look cluttered. Anyone who's played an RTS would know a single green/red bar is the health level, but what about when we add a white bar; a yellow one, a blue? Even with siege packing I used a white bar for lack of any better alternatives, but it might look better with a big "xx%" floating above it (we also use a white bar in the UI for XP level). Maybe even foundation progress should be "xx%". Status bars will be seen more often than the unit selection/details panel, so we should be even more strict about how we use them. I also agree with zoot that it doesn't seem a good place for a hotkey. -
Hmm, that's a fairly low-end GPU and Intel generally has awful drivers, so we might be pushing it to the limits. But it looks like there's a newer driver available, perhaps you could try that?
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Hi, we will need more information like your OS, graphics card, driver version, etc. Also which local config settings are you using?
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I believe Microsoft's licensing prevents us from distributing the debug runtime libraries.
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New Sound Manager svn patch
historic_bruno replied to stwf's topic in Game Development & Technical Discussion
Not only music, but the UI stops responding as well since the main(rendering) thread is busy, so it's really bad behavior. I think we need both solutions, the sound manager should know if a buffer runs out of data unexpectedly and continue where it left off, and we should make sure the main thread is never blocked for such a long time.