luziferius
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Everything posted by luziferius
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you’ve done that recordingwith a digicam? thats a valid method, but… those normally don’t output raw material, so the best thing would be a good microphone and a laptop to record things. eg. with audacity (thats the best portable solution when not having special equip around) i’ll look into that file, when i’ve time(maybe right now, no guarantee) and extract the audio (you should learn at least a bit about container-formats vs codecs; mp4 doesn’t tell you anything about the content) EDIT1: first look: those are 48KHz AAC LC @ 128kbit/s audio tracks inside(mediainfo says that) FLAC would be a lossless compressed alternative EDIT2: OK, I’ve used mkvmerge + soundconverter to extract and convert the audio streams In the attached zip(2 posts below) you find 3 folders: original: the extracted audio in matroska container(had to use it, my applications can’t handle raw aac well) lossless: converted to lossless flac@best compression level ogg: ogg vorbis@128kbit/s (probably useless for raw, to be edited material)
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Bundling tutorial videos with the game
luziferius replied to Jeru's topic in Game Development & Technical Discussion
that sounds like a really bad idea… just a bro-suggestion from my side: let AVI die, as it can be seen as deprecated nowadays… you cannot put h264 or any other modern video codec or subtitles inside an avi container(that would be useless anyways as avi should be compatible and those are not) without violating the codec/avi specification (unless you go for something like h264 base profile, but then using it altogether is rather pointless) for a master you should really use some other container, like matroska (.mkv, .mka), that has far more flexibility. in a mkv you can use arbitrary number of video, audio and subtitle streams, and even attach arbitrary binary data(like fonts for the subtitles or a license.txt file, box-art or whatever), translated chapter names then you can include SSA/@#$%-subtitles, which you can style however you like (want some nice karaoke effect for the ingame voices you hear in the video??) for the download you can offer both files, a nice compatible avi thing with burned-in subtitles in a divx/xvid video+mp3 audio for compatibility and the already mentioned mkv thing with multiple text streams for i18n + a hq h264/theora video+ flac/ogg sound EDIT: your word-filter doesn’t like the file format, lol -
Bundling tutorial videos with the game
luziferius replied to Jeru's topic in Game Development & Technical Discussion
another (and hdd-space friendly) alternative to video files would be using the game engine itself to do the same as the video. you would need some graphics, and (heaviest point) a scriptable UI, then those 'videos' could be replayed by the engine. idk what would be more efford, rendering and bundling tutorial videos and playing those files ingame or scripting the UI, including showing overlays and mouse cursor movement and then replay some sort of replay-file that contains all those actions using the scripts has the advantage that it can adapt game changes easily -
the error message says that a OpenGL function is unavailable(it worked previously, so it is a software problem) you now probably run the game with the windows builtin OpenGL libs, which are slow and outdated (afaik dated around 2000) and render on the CPU that one indicates thatdid you install the graphics drivers from Intel? (or at least a win8 driver pack from your vendor(if available))? installing directx does not help, since the game uses OperGL
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thats a(probably) hard-to-work-around library thing… the underlying lib grabs the whole keyboard, so you can’t use eg. the volume keys too. idk, how to solve that. Savage 2 had an option to turn capture on/off in the options menu… but I somehow like the capturing… you can use so much more keyboard shortcuts then, like <Ctrl>+<F1-12>, which would otherwise interfere with the window manager. if you really want the keyboard unlock, i have a workaround for you(only works with KDE): (I retranslate the options back to english, setting LC_ALL=C doesn’t help this case) create a local.cfg with windowed=true -> http://trac.wildfire...Manual_Settings right click on the window title, select 'Advanced' -> 'Special settings for this programm' accept the infobox dialog with ok go to tab 'Size&Position' activate 'Fullscreen' -> in the dropdown to the right select 'Force' or maybe better 'Apply on Initialization'(second entry) -> set radio button to 'yes' maybe restart the game then the game uses KWin’s fullscreen mode(windowed fullscreen); you have fullscreen with an ungrabbed keyboard(and mouse!) . so hitting screen edges might toggle compositing effects, if you enabled such actions(I think there is one enabled by default for the upper left corner…) so you might need to enable other options too, (eg. block compositing)
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crash with latest autobuild from ubuntu ppa (r12679)
luziferius replied to luziferius's topic in Bug reports
that was the first thing i had done purged everything user-related(.cache, .config, .local, etc) i could find (except for the feedback user ID) no mods or something installed then the only real issue is that the release package depends on non-existing packages (at least that is what my system tells me, but idk why no-one else noticed that; I assume that it is a bug on my side) that seems to be an interesting catch… -
I have a problem with the latest 0ad.dev ppa autobuild (r12679) and Ubuntu 12.10 namely a Segfault whenever I try to start a singleplayer game(multiplayer not testet). it crashes at 30% map loading state with a Segfault, whatever I try to do(launch with default settings when you click on singleplayer or some RMS without AIs, whatever) i’ve installed the dbg package and run it in gdb with the following commands gdb /usr/games/pyrogenesis # gdb commands: run bt info registers disass $pc-32, $pc+32 quit and thats the output: first run: and a second run: the error 83 ../../../source/lib/tex/tex_tga.cpp: Datei oder Verzeichnis nicht gefunden. is a file-not-found error ======================== and another small thing: I wanted to play a round, so I tried to return to the Alpha XI package in your 0ad ppa and failed fixing that took me a while… I can play now
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Only using one CPU on a Quad Core
luziferius replied to ubernissen's topic in Game Development & Technical Discussion
it needs a major redesign. the single-threaded attempt works somewhere like this: you have a main-loop (that runs until some sort of exit-message arrives). that mainloop checks the different components in a deterministic way (it starts an action and wait for its end to evaluate the result) like this: process the input buffer(mouse/keyboard events), then update the UI, change variables in the simulation component,find paths, do a simulation step,do an AI step, trigger a re-render on the gpu according to the changes in the simulation, check the sound component for pending sounds, do other things (whatever^^) to get a multi-threaded application, you have to use a different attempt: you have a main-thead that starts many other threads and lets them run until some sort of exit-message arrives it runs like this: the input watcher wakes up and sends messages each time input events arrive, the UI thread evaluates those and sends messages to other threads(sound, graphics, sim update), those do their things and send messages arround… until the whole thing exits some things can’t be parallelized easily(like sim update and pathfinding; you can’t calculate paths when the obstruction map is dynamically changed through the sim update all the time, etc) and all the time you have one big and non-trivial problem: being thread-safe; you can’t modify data that is used by another thread. doing that produces garbage almost instantly that will crash the application or does other unwanted and unpredictable things ========== some parts of the game can be more easily put in a separate thread, like the sound (thats already WIP) and maybe the UI/input stuff and AI (idk) -
thats a nice thing that could be preserved for a defensive bot^^
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About Debian: Does Debian have a 'multiverse' repository like ubuntu? if yes, the worst thing that afaik can happen to 0ad is that it gets moved into that repository together with other not so legally clear content. the only downside is that multiverse has to be manually enabled.
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a little bit OT and just a wild guess about the single key thing: the mac keyboard works similar to normal notebook keyboards with fn-functions but on the mac the multimedia functions are the default ones and the F1-F12 functions are shiftet with fn. "Who would ever use such an old and unmagic thing like F-keys?!?!"You could use wild 5-finger multitouch gestures instead ;-)
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aiming for a fixed maximal number of different units/structures is not the best way: think of capturing buildings and training units from different civs (if thats the way it will be implemented)… then you’ll get that number on top everytime you assimilate another civ. when you don’t want to add scrollbars/tabs/whatever to show more than one page, the questionmark(along with a nice tooltip, that maybe even shows the units that are summed up in the '?') should be fine
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Unmet requirements tooltip
luziferius replied to zoot's topic in Game Development & Technical Discussion
then do it like this: then everything is said: how many buildings are required and how many you have to build -
you are using svn, right? things to test: you could reset svn to the alpha 10 revision and test that… it should be possible to start more than one instance of the game, try a local multiplayer with both instances in windowed mode. when that fails, it is indeed the revision or fedora’s fault are your fedora and win7 installations a dualboot? if not(so different hardware that can be run simultaneously), you can recreate the whole scenario in your local network to rule out possible connection problems you said, it worked with your win laptop… that sounds like you created the port forwarding rule to point to your win laptop. did you change the port forwarding rule to point to your fedora pc when using that? has your fedora pc the right ip, so that the rule works?
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marvin or insert gold or alchemist@work gives 1000 metal tron fighter spawns a bike from tron fun cheats: who let the dogs out? spawns 100 aggressive celtic war dogs belonging to gaia Dsôn Balsur replace all trees with dead ones & trees attack players
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what games do you play besides 0ad?
luziferius replied to grepmaster's topic in Introductions & Off-Topic Discussion
Hedgewars Xonotic OilRush (really worth it’s cost!) Gothic(1 and 2) WoW Red Alert 3 Battle for Middle Earth 2 UT99 and UT3 sometimes, with friends it’s fun Halo 3 (split screen Deathmatch with 4 players^^) -
I would love to see the town-bell ingame like this: (this isn’t written with the programming in mind) 'maybe'-points are pure nice-to-have/if-time-permits things each cc has it’s own town-bell with limited range(a bit larger than cc’s territory), the bell only affects units within range units try to garrison in all structures that support garrisoning (maybe, to maximize potential defensive: females primarily try to garrison in buildings that cannot attack, soldiers try to garrison in buildings that counter-attack; that way females don’t eat slots that soldiers could use to provide more defense) when there are more units near a structure than it can hold, the units that don’t get a place try another building (imagine 20 units standing around a full tower while the fortress right next to it stays empty) clicking on the town-bell icon garrisons the females (maybe: retask citizen soldiers to stop gathering, group near cc(drop their resources?) and attack enemies when in LOS) a second icon(or a shift-click) to garrison all citizens (maybe: alt-click garrisons even heros and champion units)
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you could use the "New RMS Test" RMS that generates player bases on an otherwise empty flat map.
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stargate teleport selected units somewhere to the center of the screen (when possible) or enable another building (a large ring?[maybe copyright problems]) that can garrison many units and has those shared by all instances -> a garrison teleporter santaclause spawns treasures looking like gifts at random places hunting party spawn random animals some fun cheats:(most would require modelling useless stuff) i have the crystals spawns green glowing crystals all over your buildings (think cnc… ) time is relative increase build speed or spawn Einstein doing some stuff(maybe explode with a nuke animation when killed) oh my blood big bats fly around your buildings, change the selection sound to some "generic vampire" sound big ben is watching you change the tower model to Big Ben you could rebind some of the dev overlay funcions to cheat codes: john titor enable time warp eagle eyes unrestrict camera etc...
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Error when selecting single player --> matches
luziferius replied to kao_chen's topic in Bug reports
that happens both in SP and MP setup screen once per selected map/RMS maybe has to do something with the new map preview feature/ the redesigned UI -
qBot (yet another AI)
luziferius replied to quantumstate's topic in Game Development & Technical Discussion
starting about midgame qBot has many idle units standing around resource dropsites (the units that return when a resource runs out) it fact so many that it blocks of the dropsite and other units can’t drop their resources... (I saw about 20 idle units blocking the dropsite and another 20 that can’t drop; thats not good for the bot’s economics) qBot should do one of the following to resolve that (better) retask the soldiers to attack and the females to gather some other resources (at least a fix) task the idle units to walk a bit away so that they don’t block the dropsite (I’m using the latest dev autobuild: "Jul 18 2012 - 12143-development") -
Previewing a map in the game setup screen.
luziferius replied to Spahbod's topic in Game Development & Technical Discussion
it’s a matter of taste, but I’ll try some shots the batch process involved was: cropping, scaling, filling up to a 4:3 res, scaling down and saving. even for manually taken closeups some of those steps are neccessary, I don’t want to do that for every pic by hand Are those good? http://luziferius.lu.funpic.de/0ad/Scenarios_cinematic/ when it does not need programming, yes otherwise renaming is easier -
Previewing a map in the game setup screen.
luziferius replied to Spahbod's topic in Game Development & Technical Discussion
I’ll assume thats a "Yes, please do the rest!" so here you go (upload runs, should be 100 files when finished): http://luziferius.lu.../0ad/Scenarios/ I’ve done those by using Atlas + KSnapshot and batch process the pics in Phatch While creating those I noticed several bugs: These maps throw errors that files can’t be found (celtic war dogs, easy to reproduce): Arcadia II Gallic Fields The Massacre of Delphi When loading several maps one after another Atlas begins to flicker(at first reloading the map helps, but then even restarting Atlas does not help anymore, complete user logout/login fixes it for some time) Atlas changes between showing the background and the drawing area quickly while moving the mouse, and shows only the background when mouse stops Screenshot particle effects stay across map loadings (but fade away since they aren’t looped anymore in the new map, noticable best with dust/smoke effects) file names aren’t optimal: you use roman numbers in filenames(not always), but arabic(12345…, not always) in the descriptions, should be swapped some maps use _ as word seperator, most use " "(whitespace) some unplayable maps aren’t marked as demos(like Tropical Island) I think it would be better to name demo maps with "demo_"-prefix and sandbox maps with "sandbox_" prefix (so they stick together) What about using this as the no-preview-available-texture : -
Previewing a map in the game setup screen.
luziferius replied to Spahbod's topic in Game Development & Technical Discussion
i’ve done pics for every RMS included in the last dev autobuild: http://luziferius.lu...pic.de/0ad/RMS/ until those get auto-generated the small folder contains 400x300 png files if whished, i’ll do that for scenarios as well