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historic_bruno

WFG Retired
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Everything posted by historic_bruno

  1. This is an old topic, so that has changed It sounds like it could be your AV/firewall software interferring, now that you mention it I have heard of a similar problem where the game pauses when the firewall prompts the user to do something, so the game appears unable to start. The solution would be to add a rule for 0 A.D. or whatever needs to be done with Comodo to make it stop prompting you. On the other hand, it would be nice if we could do something to prevent this confusion (maybe go from fullscreen to minimized when another window tries to steal focus?) Anyway, if you can confirm that is what's happening, it would be helpful.
  2. historic_bruno

    Crash

    According to your system_info.txt and Wikipedia, that card only supports OpenGL 1.3. Your crash is very similar to #1006 which has been around for some time, I've only seen it on old and low-end hardware. Do you have the latest drivers? AMD has a tool which might help. You might try some different graphics settings, in particular see if enabling novbo makes any difference. Given how old that card is (2001), I think you'll have a much better gaming experience by upgrading to something newer...
  3. For some reason it's not loading the collada dylib, but I have no idea why, I never could reproduce it.
  4. Do the gcc/g++ commands exist? Try "which gcc" and see if it gives you a path. At least for my version of Xcode and command line tools, gcc does exist, but it's only a symlink to llvm-gcc-4.2. Spidermonkey is incorrectly configured to use "gcc-4.2" which doesn't exist anymore on OS X, so it fails (this is why it must be overriden by CC and CXX). This might work: "export CC=llvm-gcc-4.2 CXX=llvm-g++-4.2" before running update-workspaces.
  5. How would you visualize an earthquake? Unless it's something using an existing graphics feature, then it would probably require engine modification.
  6. Have you seen this? http://trac.wildfiregames.com/wiki/Modding_Guide For the filename of your mod (e.g. "public"), I would use only letters and numbers (0-9, a-z) and lower case, since that's the precedent. There may not be a technical limitation for that, but generally using spaces and punctuation in paths is less than ideal.
  7. In a hypotehtical FAQ, I would suggest: "I have an idea for a new civilization, or a way to modify the game. Where do I start?" Then we could mention the mods forum to check if someone is already working on the same idea, and we could link to this page for some details on modding the game. I don't think asking about Egyptians is common enough to warrant its own FAQ entry
  8. If the button must be so small, it would be better to use an icon (maybe a gear?), instead of a cryptic letter. I envision having a number of options for each AI, more than could fit into a single dropdown, but that may be overly ambitious I'm thinking we'll need such an advanced options menu for random maps though, so we should plan for that too.
  9. That's likely always been a problem caused by how an entity's visual appearance is randomized and the fact that building previews are only temporary. There are similar problems when a unit dies, the corpse might have a different appearance (hair, face, clothing, etc.) and likewise when a unit is promoted. I think all could be solved by using a random seed that persists when the entity is replaced.
  10. Can you find and attach the system_info.txt file from the game's log folder?
  11. Looks good! I would add something to the white text though, to make it stand out more from the background. The later examples are not as good IMO, they don't show much of the game and don't feel as "dynamic".
  12. That reminds me, I want to try building on OS X against SDL 2.0 and see if it makes any difference.
  13. Yeah battle sounds are some of the most irritating. Of course we need to combine other methods to solve that, like adding more variation in the sounds and less frequent repetition, but it's also nice to be able to zoom out and hear nothing but music It seems to be working well for gathering, though we might need to (slightly) boost that sound level to compensate, it gets drowned out by the music. The threaded sound manager seems to work well in my testing, I'll try again with my old laptop and see if it fixes the sound stopping issue.
  14. Hmm I think r12709 did the opposite of what we needed, assuming we're referring to the same thing when we say "roll off". Now unit voice responses are almost inaudible when zoomed out (which shouldn't happen - they should be consistent volume) but battle sounds as loud as ever when fully zoomed out.
  15. How many players, any AIs? Use F11 to open the profiler and see what is taking the most time, if it's rendering or something else.
  16. That's a general problem with territories IMO. I would like to see territory border changes hidden by FoW, so you'd need to scout or have LOS to update them. That and hiding building changes in FoW would make scouting and establishing LOS very important. It's one of those things like shared LOS that really change the feel of the game.
  17. Can someone fix the first post's table formatting? I tried but I must not be able to use the table tag.
  18. That looks awesome Michael I wasn't even thinking of having fire and smoke particles but it makes a huge difference. The decay time and rate can be changed fairly easily in the rubble entities. Not sure how I feel about obstructions though. I guess if everyone decides rubble should obstruct new foundations then we'll figure out a way to do it Not yet. I should point out there is already a loot behavior when you destroy enemy buildings, you instantly get some resources from them. It's not as visual as having to mine the rubble, but it does happen.
  19. Well the ongoing "convention" is pretty terrible, we use all kinds of arbitrary abbreviations and entity properties are often poorly named and confusing, so I don't see how you could argue this makes it worse I think "SpawnEntityOnDeath" is relatively clear as to what it does and anyway it's the best name I could think of that used reasonable English words. Properties that are actively named are easier to understand IMO. It's much better to implement this as an entity. Just think, we can now leave arbitrary entities behind when another entity is destroyed and they don't even have to decay. They can have any of the components that entities are allowed to have including obstructions (though in that case we'd have to change the implementation slightly to not use local entities). We can make different sizes of rubble use different decay rates, etc. All the hacks using VisualActor are just that, they require hard coding behavior directly into the engine which is a pain. Note that this solution didn't even touch the engine code.
  20. Do we want customized rubble actors for every structure? So far we have some generic templates for the different footprint sizes: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/rubble
  21. Ah glad to hear it was nothing serious
  22. Ok folks, we now have rubble for destroyed structures as of r12718 The idea is rubble is spawned when a building is destroyed, it looks like burned/muddy ground and bits of wood/stone debris. It lasts for a predefined time (currently 10 seconds) before sinking slowly into the ground and disappearing. But we're currently reusing foundation actors for this since we have no rubble models yet So let's work on that! You know you want to right?
  23. Could it be a forum permissions issue? I'm sure an admin can set that up for you if necessary.
  24. Try configuring the game to start in windowed mode instead of fullscreen: http://trac.wildfiregames.com/wiki/Manual_Settings Hopefully that will at least let you see what's going on. If there's a crash/error, please post the game's logs.
  25. I would like an "Unlimited" population option, which is very very impractically high. Would 65535 be enough for that? If not, 2^32-1 (the game would explode long before then)
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