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Almin

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Everything posted by Almin

  1. Hi, I'm using Arch GNU/Linux 64bit. I'm trying to compile from svn, current revision 11101. A few days/weeks ago I could do it without any problem. The Troubleshooting part on the wiki article didn't help me out.
  2. Thanks quantumstate, that's good to know. By the way, as you changed the file build/premake/extern_libs4.lua, the Troubleshooting at the wiki article for Building Instructions(http://trac.wildfiregames.com/wiki/BuildInstructions#Linux) is no longer correct: "If you get linker errors like cannot find -lboost_signals-mt (particularly users of Slackware 13.37 and -current), edit the file build/premake/extern_libs4.lua and remove the -mt suffixes from the boost definitions in line 212, and then run update-workspaces.sh again. It should look like this: unix_names = { "boost_signals", "boost_filesystem", "boost_system" }," These are now stretched over a couple of lines, namely line 221 and line 230. Could someone correct that in the wiki article? edit: and by the way the other troubleshooting tells you to delete a line from build/premake/premake.lua but the file is called build/premake/premake4.lua
  3. I don't think it's possible selling it because of the licenses. Anyone here knows more about licensing?
  4. Please, stay judicious. Focus on developing the game in the right direction. I didn't thought that it would be ported so fast and as it is (partly) done now I think it's cool to see, especially the stuff that Ykkrosh told, but it doesn't really improve the game. However, my respect for everyone included porting the game.
  5. I laughed out very loud! Kugelschreiber is, in my very german opinion, the only word that makes sense, because it's a writer("Schreiber") with a ball inside("Kugel") and Süßigkeiten are things(~"-keiten") which taste sweet("süß"). But how can one invent words like "candies" or "pen" out of nothing?
  6. 87,9mb wtf? I'm just wondering how many screens he uses! edit: 6400x4800p lol: normally gimp uses about 30mb (without any picture opened). This time gimp needs more than 400mb of ram! last edit: Nice map, by the way! Good work, Pedro! I like it a lot!
  7. And therefore there are only 10 types of persons: those who understand binary and those who don't!
  8. First of all: Welcome to the forums, mmayfield45! It's amazing that someone is coming from nowhere and instantly creates such a map! I deeply like the map, in any way. One thing is that you found an awesome solution for the map borders that were already discussed somewhere in the forums, but sadly I can't find the discussion right now. The next thing that made me smile was that this is really a map with enough forest! That's how a map should look like! But furthermore I love your way of implementing various heights and in some lower area you even placed buildings! I know it's just for eye-candy and therefore doesn't influence the gameplay, but this is a very nice idea! Keep on working on maps like this and you will win all the maps-making competitions later! @spahbod: And yes! Indeed! You've got an worthy opponent at map-making! Let the battle begin!
  9. Please, don't take the 4th one! In my opinion it's too violet.
  10. I do not plan to answer(attack) again, I just wanted to wish you luck for porting the hole thing on Android. That's it.
  11. I don't understand you, again! So, I'm right by thinking that you at least agreed that a medium android phone/tablet is not capable of running it?
  12. O f*** you, I love that so hard! This is awesome! No really, it's so great! Fantastic! One of the most intense steps forward in the development of 0 A.D. in the last couple of months! This reminds me on Age of Kings and the Conquerors and the old AoE 1 and so on! This is incredible! I didn't thought that something like this is possible with the pyrogenesis engine! edit: The only bad thing, taht I realize that some of the textures on some of the buildings are now flickering while scrolling. This is better when I set view.near to 32.0 but there's still some flickering. Why do the textures flicker anyway?
  13. I love that icons! Great work!
  14. In which why does that change soon, because I think the common-api is quite nice and useful!
  15. It's in my opinion not even difficult to handle, it's just that nowadays people don't think anymore while playing. Boys, boys you should really play one of the games of the real AoE-series (before AoE3)! edit: One last thing: If we reduce the number of resources we will end up like AoE 3 or Farmville or even worse, and that's really something that no one wants!
  16. I think it's great that one can use the resources everywhere on the amp in no time, because the style of 0 A.D., to be in the tradition of Age of Empires, is what makes the game great. Also I think that too much complexity doesn't influence the gameplay in a positive way, but these are just my two cents.
  17. If it's a driver problem, it doesn't influence everyone, because I've also a nVidia gtx 560m with the newest driver(290.10). I'm running Arch Linux and I can start the game without any problem and also glxinfo seems to work and doesn't show anything special.
  18. Ah, yes! I didn't thought that that much of those packages already exist in some way on Android. This changes the picture a little bit for me.
  19. Sorry, I thought, I wrote that "I also think that it is ways to difficult to create a port for mobile phones", but however...Besides the '"it won't work because I don't like it"-arguments' you asked for "the technical obstacles" and here is again what I also sent: A link to the building page in the wiki including all the third-party-stuff you need to build the game: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux What I don't know is whether all of that stuff exists (and works) for Android. Now, which other 'technical obstacles' do you need(,besides that I still can't imagine how a GUI on such a small screen that includes all 0 A.D.-functionality should look like)?
  20. I'm playing on Linux and building it myself but I just wanted to experiment a little bit by testing Wine compatibility, but it didn't work.
  21. I would love that idea! Oh, how I want to defeat Stirling again!!!
  22. You really try to misunderstand me, right? 1st: There was not a second that I thought you would like to "kill" the desktop version and I understood quite well that you talked about a port. 2nd: I would like to know when playing a game like 0 A.D. is practical on a mobile device. And please don't misunderstand me, but I really would appreciate seeing the facial expressions of someone trying to play a rts like 0 A.D. on a smartphone or tablet. 3rd: Well, and there's no difference between GTA and 0 A.D.(Sorry, but this made me laugh). GTA is not an rts. What do you do in GTA? Right! You run around, steel some cars, kill some people. I think when it comes to First-Person-Shooters, historic_bruno already said everything needed so I don't have to repeat it. Furthermore, as you said yourself, the mobile version of GTA was sold, which means it was developed commercially. But 0 A.D. is foss and therefore nobody here pays a development studio to port 0 A.D.. I therefore don't know where you want to get the people porting the entire stuff. As Ykkrosh already mentioned the rendering must be done with OpenGL ES and you have to care about the build system and third-party libraries. I don't know whether you build 0 A.D. yourself, but I did so. To see how many third-party libraries and other stuff are needed you can look them up here: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux So for now I'm quite interested how one can solve all of those problems.
  23. @afeder: To be honest, but I also think that it is ways to difficult to create a port for mobile phones, just to show that it's possible(,-> which it not even is, in the case of 0 A.D.)! And even if it's possible there wouldn't be enough people maintaining this port, because there are just not many people who want to play such a game on an small (and weird) device, rather than on a big screen. But if you feel like you can do it, than no one will stop you. Likewise you can't expect the developers to help you. That's just how foss-development is working.
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