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Posts posted by historic_bruno
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is there any way for me to run this in Xcode with the debugger and everything?
have u guys managed to do that on yer mac test box?
Use Run > Debugger (for me in Xcode 3) > Build and Run, seems to work fine
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Thanks Ykkrosh, I tried cleaning it by running sh clean-workspaces.sh
then i got this error after rebuilding again:
Linking pyrogenesis
ld: warning: directory not found for option '-L../../../libraries/cxxtest/lib'
ld: warning: directory not found for option '-L../../../libraries/valgrind/lib'
ld: in ../../../binaries/system/libnetwork.a, malformed archive TOC entry for CBinarySerializer<CLengthBinarySerializerImpl>::PutNumber(char const*, unsigned char), offset 1868707150 is beyond end of file 3635216
for architecture x86_64
collect2: ld returned 1 exit status
make[1]: *** [../../../binaries/system/pyrogenesis.app/Contents/MacOS/pyrogenesis] Error 1
make: *** [pyrogenesis] Error 2
make: *** Waiting for unfinished jobs....Hmm maybe it compiled the library for the wrong architecture? Can you paste the result of running:
uname -v
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Well we need something to make territories worth having
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Discussion Philip and I were having in IRC: what happens if I build e.g. a fortress in my ally's territory? There's two cases:
1. ally's territory is connected to a civ centre: disable the health drain so ally's can't harm each other?
2. ally's territory is not connected to a civ centre: all buildings in the territory suffer the health drain?
The border calculation doesn't know anything about diplomacy and I agree with Philip that we should keep it that way, if possible. So what if building in ally territory had this caveat: it's like setting up a base which you own along with the surrounded land, it falls under your protection. But your ally can no longer build civ centres and houses in that enclave. That's not a new feature, but I'm trying to determine if our current behavior has a logical explanation
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phew, so many right and left-clicks here. i hope you get my point
Yeah, that's annoyed me for a while. I'm always left clicking when I should be right clicking
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Anyone tried ship garrisoning since r10020?
Also what are people's opinions on one-click ship garrisoning? Personally I think it makes sense because what better action would a unit have for their own ships? The only weirdness is the bounding-box-as-selection issue, but that affects other parts of the game too. It's a simple change btw.
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Thanks for digging that up, Jeru, I was always curious about this
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Would be so cool if we could get this into an Xcode Project,
then it would be easier for mac and iOS developers to start pitching in,
and would probably also be easier to package things into a Mac App.
You can try using our new build system (update-workspaces-new.sh instead of update-workspaces.sh), which creates an Xcode project - I've been able to successfully build in Xcode 3 on Snow Leopard. Hopefully it will be the only build system for Alpha 7, if we can squash the remaining bugs. Then I agree, it can only help OS X development
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Not sure which part of V8 you need, but if you've got scripts that depend on V8 features, would it be possible to just make wrappers for them? Then you wouldn't even have to touch the engine.
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So I have made a number of changes to my island random map.
- Underwater Blending (coral and deep water)
- changed the terrain to look more like Cycladic Archipelago III
- Mediterranean dirt and rock brush mixtures
- added patches of dry grass
- the center island is now broken up into smaller islands depending on the map size (1 at size tiny and up to 4 at the largest size)
- fewer shipwrecks
- more fish
I have attached the new file to this post. Enjoy.
I tried it, looks nice But still with 8 players on a large map, there are waaaaay too many shipwrecks. It would be a very dangerous group of islands to have so many
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Also, just FMI (=for my information ) does the random map script override all things that can be set in a random map script? I'm thinking about things like environment settings etc. I'm guessing they do/should, just want to know for sure )
Not sure how you mean. When you generate a random map in Atlas, it should be the same as loading a new map, so environment settings and everything should be updated in Atlas. If not, it's a bug
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Well I don't mind the way it is now, because it's not very hard to click the players tab to change number of players
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I'd like to see order priorities and user orders ought to have close to the highest priority, with the possible exception of promotions.
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Hmm, you may be onto something =) Just thought of the case where you may want to have say 4 "ordinary players", i.e. with starting civ centres etc, so you specify 4 players and then generate a random map as a starting point. Then you add one (or more) other players in the player settings tab and just give them a bunch of units, to have them act like raiders or fill any other role you want them to. So, ok, there's a use for it I guess (One could still do that from the map tab of course, but yeah, for the user it might seem like two different things.) And it's probably best to have all things that affect the random map generation on the map tab. Though, what about things like diplomacy? For maps where for example all team mates should end up on the same island etc that is important. Perhaps that's special enough for people to think about it even if it's not on the map tab though
I'm thinking they should be totally separate, because for one thing it simplifies the design and also like you said, there may be cases where random maps might generate X number of players but you really want Y.
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Kinda random question, but could we have a special cursor for ship garrisoning? (I'm working on the logic for this atm)
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-- We really need some dialog or something to tell us that the Map Script was "working." It took a while to generate the map and I thought Atlas had frozen or something.
Fixed (there was a typo).
-- We also really need a way to choose the number of players before generating the map in Atlas.
Maybe the number of players control can be copied to the map panel and stuck in the random map section, then it would be more clear.
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Why do you not do it like in AoE 2 -The Age of Kings and the Conqueros Expansion? If a building is nearly destroyed, all the units, military units as well as normal settlers, are leaving the building automatically and one cannot place them in the building again, until it is repaired a little bit and has a minimum number of health points.
We already do this for buildings
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Yeah I fixed it. If I'm not mistaken the point was that the starting camera angle hides the building and possibly units, if they're rotated the wrong way. It's not as realistic as all the buildings facing different directions but it's a nice way to start the game
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Cool! It's about time we had an islands random map, will definitely check it out.
Very nice. One thing I don't like (and this is the case with the other random maps we have) is the random-facing direction of the starting Civic Centre. It's modeled (as are most buildings) to look best facing toward the bottom right corner of the screen.
I've just forgotten to fix this
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hey guys, just some quick suggestions for your priorities regarding the next alpha. it's great how the game is getting along, but i think you could make an instant leap forward when it comes to the 'feel' of the game just by digging out a few easy old tickets... please do include them in the next alpha:
#859 (is this fixed by now? i'm not sure)
technically these are probably all minor issues, but they really spoil the fun because they directly affect the player's control over his units. please consider fixing them asap
best, android
I'm not sure how quick #593 would be, but I do know UnitAI (which contains all that logic) is a mess.
As far as #826 is concerned, it would be trivial to change, but we discussed this in some length on IRC before it was implemented. The thinking was more clicks -> a more general selection. It may not work as well in practice.
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Not specific to premake4, but maybe something you'd be willing to look into: http://www.wildfiregames.com/forum/index.php?showtopic=15048 ?
The AtlasUI shared lib has an incorrect relative path for gcc targets (apparently from where it's built instead of being in the same directory where e.g. ActorEditor is run).
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Do you think manually deleting precompiled.h.gch every time before it rebuilds (like shown in the last post) is a valid workaround?
Will that lose the advantage of using precompiled headers?
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Probably the best thing to do if you get stuck or don't understand the code is ask We read the forums often and there's always IRC (#0ad-dev on quakenet).
If you spend a short time using Atlas, you'll probably find a lot of things that are missing or could be improved.
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this does not work on lion btw
What happens if you try to run it?
Performance problems
in Help & Feedback
Posted
Hmm, I think this is worth looking into as I'm seeing more reports of mouse lag and general slowness on Linux. By the way, that was just standard debug output you saw, nothing abnormal there