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historic_bruno

WFG Retired
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Everything posted by historic_bruno

  1. ? It's hard to tell if the memory error is due to a failing minidump write or the original error (there had to be another error to try writing a minidump).
  2. Which version of Windows? Did the game have an error or crash? If not, it will be difficult to troubleshoot without more information. You could try DebugView, a free tool from Microsoft that can display the debug output of the game. It might tell us where the game is failing.
  3. The correct link is http://trac.wildfiregames.com/wiki/GameplayFeatureStatus
  4. I'm sure he meant working gates that open, close, and lock My understanding is that there will be a button in the UI to upgrade a long section of wall to a gate, but because the wall placement is automatic, I don't see how you can guarantee for an arbitrary wall that every possible path will have a nicely-aligned gate. It may be worth discussing some tweaks to the wall placement once we get gates and see how they work together in practice.
  5. You can still think with the game paused, only not send orders Though the current UI's pause mode is cruddy (you can't select things), that can be improved fairly easily. Another thing that helps is variable game speed options that don't require console magic.
  6. The same advice applies for AIs, they should only use cavalry to hunt skittish animals, or leave them alone Which AI was used?
  7. I made a ticket about this with some possible solutions: http://trac.wildfiregames.com/ticket/1437 For now, don't try fishing with land units, we're not even sure if this feature will remain
  8. Turning radius for ships is planned. Land units - maybe not so much. It's technically possible though, see the flight demo map with airplanes that Philip made.
  9. The broken camels and giraffes are a known problem, it's something to do with changes from 11907.
  10. Any reason why not? People compile the game on much older computers than 2008, it's just slower. I wouldn't say it's a huge project either, many of the libraries we use are more complex than 0 A.D.
  11. Just curious what the source(s) of the above terms are?
  12. Please do, it's better to have some work in progress, than for someone to disappear and all we have left is pretty screenshots (it happens) Also, I made a Trac ticket for advanced texture maps: http://trac.wildfiregames.com/ticket/1429 which seem to cover some or all of what you're working on. Feel free to take ownership of the ticket and post WIP patches there. Or you can create a new ticket in case that one is not a good fit.
  13. Thanks, I'll have to look into it. The only other solution I've seen involves AppleScript, which I know nothing about and heard it doesn't work reliably for this anyway
  14. I don't like the technology layout in the mockup. I would prefer to see only the current researchable techs, to avoid clutter, and then have a link to an interactive tech tree for people who want to see everything. I also think the next tech shouldn't be shown until after the previous one has finished researching. What we have now with less icons is already hardly intuitive, we shouldn't make it worse The interesting thing is that if you look at the current UI, training units and researching techs are displayed in the same space (they are also the same simulation component, ProductionQueue). I think we should keep that aspect, it's nice to see at a single glance what is queued in a building - independent of choosing to train/research new things. You don't show your idea of a global research display in the upper right corner, intentional? I thought it was a good idea.
  15. For those it may concern, I started using GitHub and made a fork/branch for the OS X build changes I've been working on. As far as I know, it should work for anyone as-is including Windows and Linux, though testing is welcome MacPorts is not needed or used anymore, instead the procedure for a basic build is something like this: You need Apple's command line tools or similar, not necessarily Xcode, see http://trac.wildfiregames.com/wiki/BuildInstructions#OSX You need to install CMake as part of the libraries script is to build NVTT with CMake Run libraries/osx/build-osx-libs.sh once, that will download and build the dependencies the game needs for OS X, in the default configuration (no SDK) Run build/workspaces/update-workspaces.sh to generate the Premake workspaces I would recommend a command-line/GCC build, the Xcode workspace is slightly broken on 4.0+ but you might get it to work When successfully built, you'll have a development version of the game as a loose binary (no bundle) To build a bundle, the process is actually simple though it takes much longer and you need Xcode: Open build/workspaces/build-osx-bundle.sh in a text editor and change variables as needed (e.g. SYSROOT must point to your Xcode SDKs directory) It defaults to 10.6+ 64-bit build with Xcode 4.2+; it uses SVN too, so for Git it's likely necessary to comment out the svn commands from build-osx-bundle.sh It builds the libraries and game against the chosen SDK, creates the data archive, creates the bundle structure and copies the game files into the bundle At the end you should have a working 0ad.app bundle The DMG packaging is currently done separately and by hand Building a bundle takes 45 minutes to an hour on a Core i7 2600K test system. A standard binary is around 5 minutes, though the initial library build adds around 20-30 minutes for me, of course a developer would only do that once when they first checked out the source code.
  16. Looks like they can't get close enough to the fish, which is silly. Maybe the fish simply need a bigger obstruction.
  17. Looks like a pathfinding issue, hopefully will be fixed in the not distant future Hmm that does look a bit strange, I guess your unit was just on the edge of their fleeing range, but they should at least try turning to the right at some point. BTW it's unlikely your infantryman will ever be able to hunt them, try a citizen cavalry instead Actually I believe those particular mines are intended to be shaped that way.
  18. I don't know if you've read the documentation on Trac? That's a good starting point for understanding random maps. You can think of the random map generator as a black box: the input is map settings, scripts, player assignments, and the output is a terrain and list of entities (roughly same data as a hand-made scenario). It doesn't matter how the scripts work as long as they output something reasonable, so really any technique could be used to generate a random map and there's already a variety in the game. As for sophistication, I would say most maps currently use a combination of low level techniques to make something that looks vaguely like a particular region, rather than designing from a global gameplay perspective, mostly because it's a lot easier that way (It's much harder IMO to randomly generate a map with "interesting situations", when both the size of the map and the number of players can vary, and there are time constraints to the process...)
  19. We never used My Documents until r11389 If you moved it in libraries, then surely that's what the win API will return. Is the reference still valid, drive letter didn't change? (Maybe we do need better error handling there...)
  20. Do you have any kind of weird setup, maybe your documents located on a network drive or non standard location? Check that and see if the drive/folder really exists.
  21. Oh, I don't think we'll do that. Terrain will mostly be for looks and pathfinding like it is now, the only exception I know is a possible "farmland" terrain which will enhance farming behavior. While you could have more player-terrain interaction I think it just adds complexity and not much to the gameplay on top of everything else. Hopefully
  22. Generally no, but I think Iberians will have some ambush capability.
  23. One reason it might not work is that CSIDL* are deprecated since Vista, see http://msdn.microsoft.com/en-us/library/windows/desktop/bb762494%28v=vs.85%29.aspx and http://msdn.microsoft.com/en-us/library/windows/desktop/bb762180%28v=vs.85%29.aspx
  24. Got another report: http://trac.wildfiregames.com/ticket/1430
  25. Which version of the game were you using when it worked? The CSIDL_PERSONAL has been since r11389 and is new in Alpha 10. It should be "My Documents". You have both Windows 7 and 8 installed on the same system?
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