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Everything posted by historic_bruno
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Problem with focus after changing to desktop and back to game
historic_bruno replied to AlphaRay's topic in Bug reports
You're on Windows, which version? Also which version of the game are you playing? -
On that subject, the Celt units generally have poor player color distinction, with a few exceptions. Add that to the art TODO list
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That's how I found 0 A.D. Let's hope Wikipedia continues this sorting method instead of doing literal sorting of numbers, in which case we'd be at the bottom (Zero A.D.)...
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Unmet requirements tooltip
historic_bruno replied to zoot's topic in Game Development & Technical Discussion
We could combine the unmet technology and resource requirements under a single heading: "Unsatisfied requirements", but in the current order. That would potentially shave off three extra lines. -
This must be intentional, that particular unit (Celtic advanced spearman) has very colorful clothing compared to others. The blue variant is more confusing as it's so close to player 1's typical color, maybe it should be dropped or redesigned: skeletal/celt_isw_a_10.dds
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That's why we should make players' entities visible in LOS after their last CC is destroyed. SCII does something like that. I'm sure people will still find a way to get around it and extend the game as long as possible, like garrisoning their now-visible units in an ally's structures. Or to quote a line from Gladiator "people should know when they're conquered."
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I personally think that looks very cool for the start of a house model, and it's about on the same level as e.g. our Persian houses Though the texture looks more like concrete blocks than mud bricks (maybe less even sized and shaped?), I assume there is still some work to be done on texturing, adding windows, a door, etc.
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All I can say is it happened to both Zaggy and I in the same game, on Aegean Sea. It wasn't instant as soon as the game started, he noticed it first, then maybe 10-15 minutes later, I did. Here's how the map was situated near the end of the game, not sure if it provides any helpful info: http://i.minus.com/iDzkS1FexsrKJ.png Relevant info: both Zaggy and I have Radeon HDs, both on Windows 7 64-bit. We have different drivers though, he's on 8.92 and I'm using 8.98. I know there is a driver update available but I tend to not update due to potential breakage Also this bug is relatively rare so upgrading drivers might not make a noticeable difference.
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This should be GLSL mode since preferglsl=true, all advanced graphics options enabled. Look closer at the screenshot, you can see the health bars on the selected or hovered units are all black (not in the unit details panel, but in the game view). The LOS problem might actually have been the water, I could see it out of the corner of my eye, maybe there was no LOS problem. Unfortunately there's no video
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A couple of us encountered buggy water, LOS, status bars, and minimap in today's staff multiplayer game. They all appear to blacken suddenly during the game. At least the minimap will flicker a bit as I change zoom, from dark black to light black. This is notable as I encountered no issues like this last week (same settings, all new graphics options enabled), but thinking about it, those were all land maps and this one was a water map:
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Building on OS X from SVN Source
historic_bruno replied to nickm's topic in Game Development & Technical Discussion
Hmm do you have Mac Ports installed? It says it's missing pkg-config, which should be included with Mac Ports. -
Hmm I'm not sure about that, if one or more units are blocked in, they can't be forced to leave the foundation (the pathfinding will fail). This is one of those situations where it would be nice to bump other units out of the way, though it wouldn't help in situations where the foundation and unit were surrounded by other structures. Probably the best solution for now is to not show the building animation and construction dust, as that only confuses the player, if all the units were to stand around idling, it would be obvious that the foundation was blocked and couldn't proceed. If that wasn't obvious enough, we could display a message to the player.
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(or zip them, although for saved games here's a fun fact: a .0adsave is already a zip archive, rename it and see for yourself ) Anyway in the video it appears that a unit is trapped in the foundation, though it's difficult to tell since the camera isn't rotated around, the problem should go away if that unit is allowed to escape.
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New Sound Manager svn patch
historic_bruno replied to stwf's topic in Game Development & Technical Discussion
Tried this branch, there is a build error in ogg.cpp in MSVC: ResetFile() needs to return a value. The good news is after fixing that, it worked with and without archives, for me on Windows I noticed some other old and new issues, mostly quick cleanup that it would be nice to have done: "vorbis/vorbisfile.h" doesn't need to be included again as it's pulled in from "lib/external_libraries/vorbis.h" CONFIG2_AUDIO would cause a build fail if used, as it's wrapping the contents of ogg.cpp but nothing else, probably the wrapping and the "without-audio" build option should be commented out for A11, otherwise someone could try using it and not understand the resulting failures. Later after A11 we can allow building without audio if desired. Add the standard Wildfire Games GPL header for both ogg.cpp and ogg.h Remove the commented lines from OggData.cpp and clean up any unused variables (m_Filename?) In OggData.cpp, instead of declaring g_VFS again, including "ps/Filesystem.h" would be cleaner <iostream>, "lib/file/vfs/vfs_util.h", and "ps/Filesystem.h" seem to be unnecessary includes in SoundData.cpp; and "lib/os_path.h" is not needed in SoundData.h <iostream> and <wchar.h> are no longer needed in OggData.cpp In COggData::FetchDataIntoBuffer I'm not sure the intent of line 122, where you copy the pointer pcmout to readDest, I take it that's not intended to be a mem copy but it looks like a duplicate variable. And don't forget the earlier discussion in this topic about increasing the buffer size on my old laptop and how that helped prevent the music from stopping I think it's worth considering for A11 at least. Without better logging and error handling, it will be difficult to track these errors down. -
This is already fixed in SVN.
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I read several mentions of "whitewashing" which is basically ground up minerals (lime/chalk) turned into a sort of paint, with the obvious advantage of reflecting more of the sun's light. I don't know if this was accessible to everyone but it would have been desired. Not sure about the utility of plants on a roof, at least for the average home, but I agree with a few pots, possibly mats for sleeping or something rolled up like a headrest, some cloth for shade - whatever gives it a subtle "lived on" appearance without being cluttered.
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I agree with this. The brief research I've done mentions that mud bricks would have been used as the primary construction material, but the modeled texture and perhaps architecture don't look like brick. The wealthy would have had quarried stone homes but the modeled houses are not opulent or large enough for that. They should be more squarish in shape. Windows would have been more like narrow slits higher up in the wall, the purpose of the walls being mostly to keep the sun out. Another thing is that the roof was apparently very important as a living space and for sleeping on at night, so I doubt it would have looked so bare. In fact I would be surprised if it was entirely open and uncovered for that reason. Another thing is that wood was a precious resource and so having a wooden ladder and fence would be a waste, I think a brick wall (if necessary) and steps or a ramp would be more appropriate. The Egyptians were a great civilization, I almost think the houses could be slightly fancier, without overdoing it. Hopefully this qualifies as constructive criticism, but I'm no artist
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Packaged Mac App
historic_bruno replied to MishFTW's topic in Game Development & Technical Discussion
The updating should be integrated into the game itself. We might get some ideas from them specifically about how to handle app bundles and signing on OS X, but we need a cross platform solution. -
There's no need for roads. If you think they "look cool" just design a scenario or random map with road textures/decals/models between player bases As far as terrain-varying movement speed goes, yes we do have that, but we've hardly used it and it doesn't work that great with typical A* pathfinding in practice. The insight is that roads would likely require a separate pathfinder for following predefined paths, otherwise it may be just as fast to cut off a wide bend of the road by walking across terrain, which goes against the supposed aesthetic benefit and utility of nice, orderly roads. Philip's new pathfinder will be uniform tile costs, I think, as some of the optimizations depend on that, so it will no longer be possible. If anyone wants to write such a pathfinder for roads, units on buildings, etc., feel free, we have no definite plans to use it, but it would be nice to have the option
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Right, I believe that is how herding will work - think conversion or capturing. Generally killing a herd animal will be less desirable than herding or corralling them, it depends on what you need and how soon you'll need it. The interesting dynamic will be during raids: say you have a bunch of sheep, horses, and such in your corrals providing bonuses (food from sheep, faster training for cavalry units from horses), then if unprotected an enemy can come through raiding and steal them. Or they could be slaughtered but that leaves the meat behind. Another thing to keep in mind is that animals won't only have to be trained, you will possibly find sheep, goats, and horses in the wild and bring them back to your town (maybe also elephants and camels, depending on the map). Maybe once your herd animal enters enemy territory without an accompanying unit, it can be automatically captured.
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Making props in Blender
historic_bruno replied to idanwin's topic in Tutorials, references and art help
Now that you know how to make propped models, you could make a tutorial for Trac Building on this guide and its style: http://trac.wildfiregames.com/wiki/Basic3DImplementation I'm sure there are many here who could do that but don't have the time, to be honest. -
Ah that's indeed the case So this spying thing is really a very minor issue for A11. The sheep are no worse or better than a normal unit for exploring.
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I don't think it's opinion, it's a fact that herding is planned and when implemented, herding will eliminate this issue. Being able to control sheep now is a workaround for not having herding. I think that's a fair trade off. As far as the LOS goes, dead units shouldn't have an LOS, I think that could be changed easily now since Deiz made corpse remnants a separate entity type. The remnant should be viewable in FoW though, which should fix the issue of not being able to see where you left the corpse.
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We don't have herding yet, so what advantage would there be to make sheep uncontrollable? It would make sheep useless really.