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luziferius

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Everything posted by luziferius

  1. edit: do you want the game to auto-generate the pics or manually do them and link them in the XML?
  2. luziferius

    crash

    you should attach the logs(as stated in your quote) you can find them that way: http://trac.wildfiregames.com/wiki/GameDataPaths afaik those logs are overwritten each game start, so you should save them directly after you run into a crash about the missing textures: you have an Intel GPU, those have pretty bad linux drivers…
  3. because of the perspective the complete map shots are elliptic, using square images would add much black space that doesn’t contain any information other than "it’s black" when designed images are used, it would be ok
  4. yeah, it reminds me of that Unigine tropics benchmark, really nice when do we get that into main/trunk? A11 or more likely A12?
  5. when you place a wall tower, it snaps to nearby wall towers. you may try to implement that it also snaps to nearby loose wall ends, that would solve the problem
  6. you have an ATI GPU in your notebook… It shouldn’t brick your system, when you use the newest stock driver package from AMD/ATI http://amd.com (I had no problem doing that, but you use Windows, so it may or may not work)
  7. just put it into the upper left corner and fill the rest with transparency(or whatever). when using a compressing image format it (almost) won’t use any more disk space
  8. you may consider to implement something like the autobuild system in xonotic. http://forums.xonotic.org/showthread.php?tid=1863 the whole thing works like this: the server does a svn/git update, compiles the game and puts everything together as a package the client uses rsync to resolve the differences between his and the newer server version. using that the client is always up-to-date but uses minimal bandwidth to achieve it
  9. I think the simplest way doing it is(programming wise): pathfinder always sees gates as open(units would stuck in front of gates) and not doing any automation; only let the player open/close gates (but that somehow shifts problems into the AIs, since then they must know how to use gates)
  10. that wasn’t about really opening the gates, but a trick(a hack?) to get the pathfinder working with dynamicaly opening gates: when the door is closed, it blocks tiles->the pathfinder sees blocked tiles->doesn‘t find a way through the door(since it is closed atm of the pathfinder query); you see the problem!? so your(as a player) pathfinder should see the gates as always open(until force-close or something is triggered) to allow routing through them. in reality the gate is opened when the units arrive and closed when they go away, and only in this timeframe the door is really open(so enemies could pass) but the enemy shouldn’t see your gates that way, because if the enemy pathfinder would, you would almost always stuck your units at enemy gates(and vice-versa)
  11. thanks for pointing to the irc log your link seems to be broken for me, i‘ve digged a bit, the working one (for me) is here: http://irclogs.wildf...-%230ad-dev.log for anyone interested: i’ve searched through that log and here’s some sort of summary: about the problem with the pathfinder and closed gates blocking own units: you would need a player-dependant obstruction map for player-dependant pathfinding(I don’t know hard to implement that would be)[multitheading idea: 1 pathfinder per player with it’s own obstruction map] own gates are always passable for own units(unless gate is locked, so units would walk through gates as the pathfinder finds a path through it) and only passable for enemies when it is in 'open' state(maybe even when in LOS too, but thats LOS dependant pathfinding, probably a bad idea)
  12. only when units obstruct each other, when they can go through each other it might not be a problem
  13. Hi there, I‘ve searched a bit(Forum, Trac), but didn‘t find much about how the wall gates should work(high level). only found the ticket #1385 Since there doesn’t seem to be any implementation currently, I think it is the right time to think about how those gates should work on a high-level base. There are many possibilities how they could work/what features should be there(UI buttons to control behavior and such things) I‘ve collected some points(the list below), that might be considered when implementing the gates. Maybe the devs could rule out some of them that are impossible/very hard to implement, for the others I would like to initiate some sort of discussion to get the best out of this planned feature. should open gates magically block enemy units? UI controls: force close/force open should your gates auto-open/close when own units are near? maybe only when those are following a path through it afaik in TA:Kingdoms you needed to open/close the gates by yourself, when you forgot to close them the enemy could easily invade... only operational when a unit is garrisoned in it?(I wouldn’t like that, someone might find it to be more realistic) what should happen when your and enemy units are near? should the gate let your units out to fight the enemy or should it keep closed to not let the enemy in? maybe 2 "stances": permissive: it opens when your units are near even when enemy units could pass the gate, maybe default strict: stay closed when enemy is in LOS,don‘t allow your fighting units to retreat into your territory, maybe overwrites force-open UI controls: fine-tune what can pass the gate, "diplomacy stances"(that would include point 2): block nothing:let everything through(basically as if the gate doesn‘t exist, force-open) block enemy:(well, you know...) block neutral:blocks enemy and neutral units like animals and neutral players when diplomacy is designed to allow neutral players, maybe default stance block allies:only let your units through(prevent the allied AI from raiding your resources if you want to do such things) block everything: force-close how long should it take to open/close the gate those gates from around 0ad aren’t instant-on/off-energy-shields… they need some time to open or close, but maybe not 30minutes(definitely not) a global button/menu, apply the settings of the currently selected one on all gates when(if) pathfinding based on LOS is implemented, should enemy gates be treated as closed even when they were open the last time seen(since they wouldn’t open for you normally) to be continued…
  14. [spider Base] build houses/towers in a row to enlarge the territory and reach resources/choke points (more or less)cheap base expansion, save the cost of civil centres for not-so-far resources risky in 0ad, since destroying the arm base cuts of the territory and damages every building in the arm using towers gives nice defense against enemy infantry(even more with double fire rate tech) quick atlas pic: [Resource-Guard] send some archers/(or whatever) in stand-ground stance to every metal/stone mine found very effective against a not-so-intelligent AI that uses only females to gather from those out-of-base resources EDIT: well, thats more or less defensive guerrilla...
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