-
Posts
2.755 -
Joined
-
Last visited
-
Days Won
47
Everything posted by historic_bruno
-
I wouldn't mind this being more easily configurable, either as part of the player's game "profile" or being selectable before matches. Currently we store the color in the scenario data itself or else use hardcoded defaults (player_defaults.json). We should be careful with how we use colored text in the UI. If we want to make each resource type stand out clearly, we could use icons instead, but personally I prefer only text for tooltips. I do like the idea of highlighting insufficient resources - that's buried in the suggestions here. All planned (see here)
-
Create/mod new wall.
historic_bruno replied to chaosislife's topic in Game Development & Technical Discussion
It's on the planned features list, I suppose we will have it -
I'm almost certain we'll have a tech tree in-game and we'll make it look as good as possible Something like the AoE series where you see all units, structures, and techs, with the useful stats. We could improve on that by integrating the actual research progress/selection with the tree display. Like Erik said, points-based techs don't really feel appropriate for 0 A.D's style of RTS. It would make an interesting mod though and not too challenging to add.
-
Adding animations will happen very gradually as we only have 1-2 people working on them and only occasionally. And some things that appear strictly animation-related are actually waiting for the engine to support them, running is an example So even if it was a major focus we wouldn't be able to get much more done without more animators. I agree, there's a lot that needs to change about the behavior of ranged units. Death and battle could certainly be improved without being excessively bloody or gory, the only blood in the game now seems to be animals and even that's just a temporary hack. I wouldn't expect any kind of fancy decay though, it would just require too much work for the artists IMO. I wouldn't be surprised if some sort of shouting becomes part of the "sounds of battle", and also ordering units to attack should play a certain sound. Not sure what you mean by this?
-
I think it would be cool though if someone wanted to implement something like this, it wouldn't be too complicated and might be a nice environment effect on certain maps, at a much lower rendering cost than particles. It wouldn't have anything to do with seasons or weather cycles, just rain on a tropical map or snow on an alpine map
-
New Sound Manager svn patch
historic_bruno replied to stwf's topic in Game Development & Technical Discussion
BTW, I tested the patch on Windows and left some comments in the chat log -
Could we come up with better names? The current ones are pretty awful. I mean who wants to be labeled "drunk" or "addict"
-
New Sound Manager svn patch
historic_bruno replied to stwf's topic in Game Development & Technical Discussion
Surely it won't be hard to tweak the exact behavior? Compared to say, the challenge of rewriting the entire sound system Honestly I have no idea how the above suggestions would sound in practice, I would rather hear them for myself. -
What's your operating system and which firewall are you using?
-
A learning scenario might need triggers or something to be more "interactive" with the player, in other words telling them when they do something correctly. I mean we could make a map with one player and bare minimum entities, it just wouldn't be as fun or instructive IMO. I don't think we plan anything like triggers for Part I of the game. Don't think so, lol
-
Garrison units: inconsistent control
historic_bruno replied to fireprog's topic in General Discussion
I agree, that has always bothered me -
Another thing that might help particularly on forest maps is to set "forcealphatest" to true. Basically it switches from slower alpha blending to faster alpha testing. Transparently textured models will look slightly worse but there should be a renderer performance boost (eventually this option may be enabled for trees and other flora once we tweak their models and textures to look better). There are a number of issues on highly forested maps, pathfinding is just one of them. The cost of all the transparent models being rendered is another (see above). There's also the issue of memory usage for having so many entities on the map. We need good solutions for all of those problems, but maybe map tweaks are a decent short-term solution
-
Will 0 A.D. provide "make install" for Linux?
historic_bruno replied to Ake's topic in General Discussion
Probably not, since most people building 0 A.D. from source are either a.) building an official release for a certain distro in which case the build/packaging process is more complicated and customized, or b.) just testing the progress of the game via SVN, in that case the game can be run directly from the SVN working copy. -
How long had you been playing the game? Rough estimate, was it a few minutes or several hours.
-
It's a "fat" binary that has both 32 and 64-bit combined, same for all the bundled libs (you can use "lipo -info" to verify this). That's reasonable if they build for a single SDK target and only vary the arch. But they don't follow Apple's bundle structure guidelines at all, there should only be one file inside VLC.app/Contents/MacOS, but instead they've thrown basically the whole Unix-style app in there. The 0 A.D. bundle by comparison is much more compliant, also we have a fancy DMG background Hmm any more details for how to reproduce this? Does it happen at all times or maybe just when the game is especially laggy? Are you in fullscreen or windowed mode?
-
some things i noticed that should be corrected
historic_bruno replied to being of darkness's topic in Help & Feedback
There's a ticket for this and it will be fixed eventually http://trac.wildfiregames.com/ticket/1388 -
Thanks! <-- obligatory smiley abuse
-
BTW, I committed some changes for Alpha 10, they should make a noticable difference. Next will be making stances more modular and decreasing the available choices per Mythos' suggestions.
-
Ah, but not after you type text in the search box. It seems to me there is no way to get back to an advanced search other than starting over or clearing out the text, there really should be a direct shortcut to that
-
Indeed that sounds best Also, I don't know if you follow our IRC chat, but there was some brief discussion about SSAO a few days ago in #0ad-dev, and one suggestion was that we calculate an AO texture in advance when models are loaded and cache the result, I guess to avoid the overhead of doing that every frame in screen space. You might be interested in reading that conversation, it seems relevant to your interests.
-
Performance test on saved game
historic_bruno replied to fabio's topic in Game Development & Technical Discussion
50-60 here, though right after loading it drops to about 6. -
IMO we shouldn't rely on features that Blender doesn't support since many (all?) of our modelers use Blender. Is there any way of doing what you want to do without that feature of COLLADA? Unfortunately that issue has been a Blender TODO for over a year, which is not surprising. Requiring Maya is pretty unrealistic and means this great new feature will never be used