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Everything posted by historic_bruno
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A unit's player info is important to see at a glance, so it should definitely be clearer. What's the advantage of having the name floating transparently like that? If possible the UI should be enlarged or the rest adjusted to fit the name. What if we used an emblem for their civ, possibly overlayed on the portrait, and then made the box around the portrait player-colored instead of white? IMO the color is the most important thing to indicate which player is which. I think the stats/headers are too large, we could shrink them slightly and reclaim some space.
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I can think of a few pretty good reasons not to do all of that First it means programmers would need both Git and SVN installed and set up on their systems just to build the game, and they'd have to remember to keep both updated. Also the autobuild utility would need to juggle both Git and SVN which sounds like a mess. We don't want to force everyone to build the game, that's why we have autobuild. And there seems to be issues with Git's handling of line-endings with files from different OSes (either it's a problem with Git generally and/or a problem with the 0ad Github). SVN seems to do what we need already, only some people prefer Git, which doesn't do everything we need. So the logical solution is to keep SVN which is enough for most, make a script that automatically updates our Github whenever there's a new commit, and then developers have the choice of using Git locally if they want. Better division of the repo is worth discussing, but it's hard to find a structure that's clearly better than we have now. In particular if the goal is to prevent Linux developers from having to download Windows-only EXEs, DLLs, and LIBs, that means somehow separating both /binaries/system and /libraries, possibly as different root directories from the rest of the game (see Blender SVN for an example), which means a more complicated checkout and update process. That's more feasible than using different VCS for different parts of the game but less than ideal.
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Haha, that's awesome
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It was just a typo, fixed
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Build errors/warnings in VC2010: Some of the source files are missing #include "precompiled.h" as the first line of code. Not looked into this one: "'MikkTSpace' : assignment operator could not be generated" It compiled successfully after fixing the missing includes. There were no obvious bugs that I noticed with Radeon HD 6850 / Win7 64-bit
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See http://trac.wildfiregames.com/wiki/Modding_Guide
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It's a game... it's not as if what you see on screen is actually happening. No one will be forced to play or watch it. I don't see why when we strive for historical accuracy in every other civ, we should make an exception for one. The fact is temples and altars would have been and were destroyed by invading armies all throughout history. This concern is too PC (politically correct) for my liking, if people are that sensitive they shouldn't play a historical RTS or at least not a scenario portraying their region.
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Yes, the logs path is the same for SVN/release as of Alpha 10. Normally the game creates a crashlog.dmp file which is the most useful thing, but your error says that failed, which caused another error. The original error is lost
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If it never closes, that sounds like it's frozen If feedback is enabled, that means the user report system is active and there will often be a 5-10 second delay when shutting it down, if it's in the middle of sending a report. It sounds like in your case there may be something else going wrong. Try disabling user feedback and see if there's any improvement. What would be really helpful if you're up for the challenge: try our debugging on Windows guide to get the call stack of the game when you notice this problem (WinDbg lets you break into the process and view what the code is doing). That's somewhat advanced, but otherwise it will be hard for us to solve this. I'm also on Windows 7 64-bit and can't reproduce it.
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It requires another emitter? Doesn't sound good for performance especially for something so difficult to see.
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Displaying only thing that can be viewed
historic_bruno replied to mackwic's topic in Game Development & Technical Discussion
You mean LOD (level of detail) In game, I don't think our zoom changes enough for this to be really effective and the problem with LOD is always ugly "popping" that occurs when you switch one quality level to another. Of course it would help performance somewhat in any case with a good implementation, I'm just not sure it's worth focusing on now. -
New Sound Manager svn patch
historic_bruno replied to stwf's topic in Game Development & Technical Discussion
I get basically the same errors in VS2010 with the latest patch, are you sure it's a new one? -
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
I wouldn't say I've moved to Git yet On Windows, I'm having nightmares with line endings with no working solution yet (the "core.autocrlf" option doesn't seem to work as expected) - such as files randomly showing as modified with no way to revert them, which has dampened my enthusiasm somewhat. Considering how many of our developers use Windows and I've not had similar problems with SVN, that seems a significant obstacle to switching to Git. I'm afraid to touch it, for fear there will be hundreds or thousands of newly modified files that no amount of resetting, cleaning, or removing will fix. Edit: needed a different client, switched from Github for Windows to TortoiseGit. -
Excellent, thanks! Centurio - much better than addict
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Hmm the log you attached is different than the error in the original post, it might be a second or third error if you choose "Continue" or "Suppress". It's difficult to troubleshoot without a crashlog.dmp. It seems to have failed writing that crash dump - the question is why? Any chance you can reproduce the error, and if so, can you run the game in a debugger to find the call stack? Another slightly less useful option, if you can reproduce the error, is to run Microsoft's DebugView utility and view the debug output of the game, which is normally hidden. Another question, about how long had you been playing the game - minutes, hours?
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Thanks! You could save the .log as .txt to upload or use a service like Pastebin But your screenshot is very useful. Does the game stay frozen in that state permanently? By permanently I mean several minutes later. The next step after "shutdown SDL" is "shutdown UserReporter". Do you have user feedback enabled in the main menu?
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How can I translate this game,please help!!!
historic_bruno replied to xiaoji's topic in General Discussion
Hi, please see http://www.wildfiregames.com/forum/index.php?showtopic=13790 The short answer is we're not ready for translations yet -
Hello and
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Hello and I suggest you get in touch with our new sound designer, khegarty. There's a chance we could include your sounds if they fill an existing need and are compatibly licensed You might still need to put in an application, depending. Do you have any examples of your work you can link to?