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Stan`

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Everything posted by Stan`

  1. Well they all contain pathfinder in the name so they should be easy to find in source/simulation2/
  2. Sure, and I believe updating the design document to the current state of the game is the first step, though the biggest part is yet to come after that. Well most of the active devs are more on the engine part of the game than the game itself. We are cleaning the code up and updating the pathfinder which are needed maintenance task but only visible to the player through performance improvements. Sure but those qualifications are based on selection, and selection usually takes place when you have the choice So most of the time we are not adding new "game devs", we are only adding "devs" because we need them for the engine. Yeah but internal testers are usually people hired to use the dev version. Most of the mod players don't even know there is a dev version, and even fewer know how to compile it and use it. Depending on the platform it's even more complicated for non technical people. Sorry when I said stacking I meant that over the years the rmgen code had been added without much consideration about the overall architecture, which is why it ended up biting us before @elexis started to rewrite it. So when adding new features such as the growing and the fattening, the person reviewing the code has to make sure we aren't adding spaghetti code that while being functionnal, might be a big bottleneck in the future. That's right I guess we could be more useful Well I don't think there are much rts games with that many factions Also I disagree on the AOE clone because we are free an open source. It's like saying you don't need blender to exist because you have 3DSmax We do have a bunch of features AOE didn't have though, like territories for instance. That's an issue for me. I just don't have the time which sucks.
  3. On Sunday we had a workshop with some other people. We showed to three or four how to mod the game, and to one how to translate the game. Hopefully there will be new contributors on the forums. We also had a talk with the person who made the GLTF importer for Blender, and we might contact him in the future when we make the switch from Collada to GLTF Finally I had a talk with the school head master about next year art contributions, so we might have 2D, 3D, Animation, and Web Design contributions next school year.
  4. You can ask @feneur if you decide to go that route.
  5. Which is why @Itms found two people to work on the design document, and we have @borg- working and experimenting balancing in his mod. You can find said design document here. The markdown source can be found here. If you wish to contribute in some way, please feel free to do so by contacting @Itms directly. Of course this isn't perfect, and I would be much more happier if the game had perfect balance in the first place. However, I was asked what, in my own point of view, were the pros and cons. Since the goal is to try to find pros I thought it was a pretty good one. As @wowgetoffyourcellphone said, balancing needs experimenting (and other stuff). Mods are a good way to experiment things between releases, as they don't follow the same schedule. It also allows one with no prior experience on balancing the game to learn things. It's kind of a way to get people to be competent with the balancing of the game by having a deeper knowledge. In the industry, of course yes. Here it's a bit different, all external people are potential game developers. You could also be. That is not the problem here The issue is that we have to ensure we are not breaking the game, that's what the review process is for: Ensuring quality. @elexis learnt the hard way that stacking patches on top of each other for years make the game unmaintenable and makes it require a lot of cleanup sometimes a full rewrite., so now he is very careful about everything he does which is a good thing. It's implemented in @borg-'s mod, and it seems to work quite well, but just because a code works doesn't mean it's good. We can't rely on quick and dirty code. Also, even though I do code, I don't have the programmer's hat, I have exactly the same impact there as say @Angen except I have the rights to commit my own code once it's reviewed. tldr; The patch isn't implemented not because it breaks mods, but because we aren't sure this is the best way to do it. Of course, and we sometimes help them to adapt. Well we are kind in a unique situation to be honest.
  6. Not sure whether it's caused by wraitii's speed multiplier patch or just the feeding animation being buggy.
  7. Hello everyone, Today I gave a presentation in Rennes for the GrafikLabor, you can find the presentation slides in the third post below. The presentation was recorded, so you will probably be available soonish, and you'll be able to see my face We also had a LAN party with 8 people here is the replay: 2019-03-22_0001.zip
  8. Hello you have two options: 1. In the game options, in the lobby tab disable TLS 2. Download, install and use the fixed bundle from here http://www.mediafire.com/file/00lxxtdmsu64nrs/0ad-0.0.23b-alpha-osx64.dmg/file
  9. Hello and welcome to the forums, Glad to see you like the game. There are a few reasons the game lag, and those are not one of them The absence of threading (multicore support) for the pathfinder, the old OpenGL version, the fact that we are using and outdated version of Spidermonkey, and finally the fact that a lot of optimizations for the pathfinder are yet to be committed are the reason the game slows down when many units are moving
  10. @Alexandermb New gaul barracks with your shields
  11. I was thinking using the javelinist shields Also, they should be props from now on.
  12. Adding it here as well for reference
  13. You can't get new art for the main game, if the main game is finished
  14. Yeah, there are still errors, I will help @Alexandermb to fix them Missing file 'art/actors/props/horse/cav_rein_swordsman_shield.xml' referenced by: 'public/art/actors/units/gauls/hero_cavalry_swordsman_vercingetorix_m.xml' Missing file 'art/animation/biped/rider/cavalry/attack_shield_stab.dae' referenced by: 'public/art/variants/biped/attack_slaughter_spear_shield_cavalry.xml', 'public/art/variants/biped/attack_slaughter_spear_shield_cavalry.xml' Missing file 'art/animation/biped/rider/cavalry/attack_stab.dae' referenced by: 'public/art/variants/biped/attack_slaughter_spear_cavalry.xml', 'public/art/variants/biped/attack_slaughter_spear_cavalry.xml' Missing file 'art/animation/biped/rider/cavalry/gather_meat.dae' referenced by: 'public/art/variants/biped/rider/gather_meat.xml' Missing file 'art/animation/biped/rider/cavalry/idle_2hand_spear_relax.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_reverse.xml' Missing file 'art/animation/biped/rider/cavalry/idle_shieldsmall_ready.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_shieldsmall.xml' Missing file 'art/animation/biped/rider/cavalry/walk_2_hand_spear_relax.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_reverse.xml' Missing file 'art/animation/biped/rider/cavalry/walk_shieldsmall_ready.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_shieldsmall.xml' Missing file 'art/meshes/props/horse/kush_straps.dae' referenced by: 'public/art/variants/quadraped/props/straps_kush_02.xml', 'public/art/variants/quadraped/props/straps_kush_03.xml', 'public/art/variants/quadraped/props/straps_kush_base.xml' Missing file 'art/meshes/props/horse/kush_straps_head.dae' referenced by: 'public/art/variants/quadraped/props/straps_kush_head.xml' Missing file 'art/meshes/props/horse_back_armor.dae' referenced by: 'public/art/variants/quadraped/props/back_armor_base_bronze.xml', 'public/art/variants/quadraped/props/back_armor_base_iron.xml' Missing file 'art/meshes/props/horse_back_blanket.dae' referenced by: 'public/art/variants/quadraped/props/back_blanket_base.xml' Missing file 'art/meshes/props/horse_blanket_short.dae' referenced by: 'public/art/variants/quadraped/props/blanket_celt.xml' Missing file 'art/textures/skins/skeletal/horse.dds' referenced by: 'public/art/actors/props/structures/carthaginians/farmstead_horse.xml' Missing file 'art/textures/skins/skeletal/horse_celt_boudicca_a.dds' referenced by: 'public/art/actors/units/britons/hero_chariot_javelinist_boudicca_h1.xml' Missing file 'art/textures/skins/skeletal/horse_celt_boudicca_b.dds' referenced by: 'public/art/actors/units/britons/hero_chariot_javelinist_boudicca_h2.xml' Missing file 'art/variants/biped/base_cavalry_swordsman_shield_ready.xml' referenced by: 'public/art/actors/units/britons/hero_cavalry_swordsman_cunobelin_r.xml'
  15. I thought it was finished and committed ?
  16. Didn't you just complain of lag because of alpha transparency decals ?
  17. @Bigtiger Great work as always. When the four issues on the repo are fixed, I should be able to commit it I think #3 Is done. Using the cliffs and geysers from the eyecandy mod will be for another commit https://github.com/BigTiger7/0ad_flora/issues
  18. I pinned the thread, so it's more easily accessible. Thanks for the great work @user1 and @Hannibal_Barca
  19. Might look a lot like the temple... Lion's forums look more promising.
  20. That can be fixed easily I think. Okay so it's wrong for both athenians and macedonians. Though it could be used for other purposes such as ship repair.
  21. Do you have any references we could use to update it ? I agree it's a bit too big though. Why is it wrong ?
  22. It's there, lying on the forums, waiting for a true artist to finish it...
  23. What's up with that ? What would you see instead ? What's the issue with it ? Is it because it's a duplicate of the athen dock ?
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