-
Posts
129 -
Joined
-
Last visited
Everything posted by JuliusColtranePille
-
i thought atlas would work now on OS X ... and sound, too. are there still big problems with it? regards, claas
-
precompiled mac version done
JuliusColtranePille replied to cc_julian's topic in Applications and Contributions
yeah. it works now! thankyou! -
as there are guys out there who are able to compile the game into a deployable binary in (I estimate) about half a day, it could be possible that such a guy simply joins the team? or somebody tries to do a vine-conversion?
-
precompiled mac version done
JuliusColtranePille replied to cc_julian's topic in Applications and Contributions
Process: 0A.D. [603] Path: /Users/xxxxxxx/Downloads/0 A.D./data/0A.D..app/Contents/MacOS/0A.D. Identifier: 0A.D. Version: ??? (???) Code Type: X86-64 (Native) Parent Process: launchd [96] Date/Time: 2011-12-25 12:33:18.406 +0100 OS Version: Mac OS X 10.6.8 (10K549) Report Version: 6 Interval Since Last Report: 769708 sec Crashes Since Last Report: 16 Per-App Crashes Since Last Report: 5 Anonymous UUID: 8DC3718B-399A-4E24-84E3-54B17EFB45E1 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Crashed Thread: 0 Dyld Error Message: Library not loaded: /opt/local/lib/libjpeg.8.dylib Referenced from: /Users/xxxxxx/Downloads/0 A.D./data/0A.D..app/Contents/MacOS/0A.D. Reason: image not found Binary Images: 0x7fff5fc00000 - 0x7fff5fc3be0f dyld 132.1 (???) <29DECB19-0193-2575-D838-CF743F0400B2> /usr/lib/dyld hmmmm... any idea? where can i find a x11 version... couldn't find one, as well as i dont see an open GL version in my frameworks-folder i am using snow leopard on a 2011 iMac... -
precompiled mac version done
JuliusColtranePille replied to cc_julian's topic in Applications and Contributions
ok... cool, thankyou so much for the fast answer. downloading... will report immediately... merry christmas by the way ... if you're belonging to that cultural hemisphere -
New Release: 0 A.D. Alpha 8 Haxāmaniš
JuliusColtranePille replied to Jeru's topic in Announcements / News
Groundhog Day ... but in the old "precompiled mac version done" post, there has been a new version... it has not worked for me, yet but it looks promising! -
Alpha 8 not launching in Mac OS Lion
JuliusColtranePille replied to collimarco's topic in Help & Feedback
could you please upload an employable version of the game? ... i am not really able to compile it myself... would be cool, thankyou! -
precompiled mac version done
JuliusColtranePille replied to cc_julian's topic in Applications and Contributions
somehow i cant find a open GL Version... i think it should be open GL 2.1. for Snow Leopard? do i have to unzip the data.zip in the which is in the mods/public/... folder? ... and it crashes till now: Process: 0A.D. [553] Path: /Users/xxxxxxxxx/Downloads/0 A.D./data/0A.D..app/Contents/MacOS/0A.D. Identifier: 0A.D. Version: ??? (???) Code Type: X86-64 (Native) Parent Process: launchd [96] Date/Time: 2011-12-25 12:06:17.966 +0100 OS Version: Mac OS X 10.6.8 (10K549) Report Version: 6 Interval Since Last Report: 768089 sec Crashes Since Last Report: 15 Per-App Crashes Since Last Report: 4 Anonymous UUID: 8DC3718B-399A-4E24-84E3-54B17EFB45E1 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Crashed Thread: 0 Dyld Error Message: Library not loaded: /usr/X11/lib/libpng12.0.dylib Referenced from: /Users/xxxxxxxxxxx/Downloads/0 A.D./data/0A.D..app/Contents/MacOS/../Frameworks/libnvimage.dylib Reason: Incompatible library version: libnvimage.dylib requires version 47.0.0 or later, but libpng12.0.dylib provides version 45.0.0 Binary Images: 0x7fff5fc00000 - 0x7fff5fc3be0f dyld 132.1 (???) <29DECB19-0193-2575-D838-CF743F0400B2> /usr/lib/dyld do you have any idea??? but nevertheless... cool that you uploaded a version... great! warm regards! -
qBot (yet another AI)
JuliusColtranePille replied to quantumstate's topic in Game Development & Technical Discussion
just for my interest: how much time takes it to manage such a problem for you? seems you are pretty fast! good stuff -
Yes!
-
i totally appreciate that cause it will be so much more fun to play the game with larger armies, more opponents, giant-maps and so on without getting lagged to hell albeit using a modern flagship-pc. lookin forward to this! keep up the great work
-
will alpha 8 get released around christmas? that would be cool. regards!
-
qBot (yet another AI)
JuliusColtranePille replied to quantumstate's topic in Game Development & Technical Discussion
sounds like a good improvement. but i don't understand it exactly: will qbot attack shortly after you've defended yourself against his offensive troops? or will he always keep some defending troops at his base? thx! lookin forward to the final version for alpha 8 -
Alternative Combat System
JuliusColtranePille replied to Mythos_Ruler's topic in Game Development & Technical Discussion
i like a lot of the ideas listed above. it would so much improve the gameplay and really make the difference. i guess the implementation is a lot of work though. possibly the first step is the implementation of the front/rear/left flank/right flank-differenciation concerning attack and defense and the "total-kill-possibility". i would recommend to get another pledgie for this -
Progress reports on funded work
JuliusColtranePille replied to Ykkrosh's topic in Game Development & Technical Discussion
goose bumps -
hey guys, - don't wanted to start a new topic, so i'll start the little discussion here: it's about the size of the maps, do you think the maps could get bigger? due to the territory-function and therefore with need of controlling areas of a map (expanding) i think it would make up a great experience if the maps are maybe 1.5x as big as the now available biggest maps. plus it has not to be the standard (it would be nevertheless an option for guys with fast computers anyways) and even if it would elongate the duration of a match i think it would be still an interesting feature (superhuge-maps) for some players (me for example) and - it would not be that problematic to implement, since it's merely an addition of size ( AxA instead of axa) - am i right here? and yeah, i know the game is currently getting very low in performance whith already medium maps and more than 2 players - but these performance-problems will be solved in about 1 year i think. what do you think? just my 2 cents, regards
-
Capturing Buildings
JuliusColtranePille replied to Mythos_Ruler's topic in Game Development & Technical Discussion
i like the ideas concerning capturing displayed above a lot. it wasn't realistic at all that bipedal units could destroy buidlings so fast. i agree though, that some bipedal units should have the ability to decrease the health of buidlings (with an animation like AOE III) and eventually (but this DOES need time) destroy it. but in the end you will have to deploy siege-units to crush the enemies buildings effectively. moreover i like the idea that you can "capture" female citizens with the "capture-mode" of the infantry. but in this case i think you should have the also the possibility to simply kill them, IMHO. a general adjustment which should be possible to control over the attitude buttons of the units. (e.g. "attack nearby units", "passive", "defensive" and moreover "destroy enemy buildings ..." and "capture enemy buildings" ... maybe something like that. whereas the capturing-possibility adds a cool new strategic dimension: let's say it's the case that the enemy is rolling over your base and you want to abandon it and flee to your allies. than you might want to destroy your buildings yourself in order to prevent it from capturing. sounds very realistic and adds so much fun in my eyes! great ideas! keep it up coming! regards -
dear folks As i watched some Empire: Total War Vids recently it catched my eye that the cavalry in the game has the ability to "overwhelm" and to trample down the infantry (if they aren't in a special position to defend theirselves with - let's say - spears) when they charge. Mostly combined with a fast attack and mainly workin when attacking in a bigger group. I think this would be a nice feature to 0 A.D., too, if not super-essential it would make some extra interest to tactics in a battle. Concerning "How to use infantry, cavalry, etc. ... properly" just my 2 cents, regards!
-
ooops
-
this is totally awesome! funny thing is: seems you've build carthage in the greek building style... netherless its a veritable jawdropper!
-
hey chères friends, as i like the improvements made in the moment very much, i would like to point on another feature. a multiplayer-zone. unfortunately i've tried several times to host or join a game with the current possibilities and it failed due to my unbreakable firewall (it's a german provider-based router which has it implemented nearly "un-switch-off-able") but i remember the implemented multiplayer-interface in for example AOE III (which wasn't the best at all, but it worked well even with such a firewall). and i know that it would need capable programmers for such a task but i would love to see such a development. are there any plans made for an integrated multiplayer interface in the game? are there any reflections about this issue made yet? thx! regards
-
and hopefully all the new interesting bots (even if they are work in progress ... eventually everything is a work in progress ) will be included!
-
New Split Bot release
JuliusColtranePille replied to lexa's topic in Game Development & Technical Discussion
it would be a nice feature if the latest version of both qBot and Splitbot would be implemented for Alpha 8! think this would do a lot of gameplay-enhancement for 0 A.D.!!! keep up the great work! -
Marine type units/ troops on boats.
JuliusColtranePille replied to AuroN2's topic in General Discussion
to me it sounds rather like feature-creep. although it still can be interesting for campaigns or as a standard-troop for the carthaginians (which might have already now a too large selection of units considering balancing) when you think of the punic wars: it were (imho) the roman legions who fought as naval-soldiers by using the "corvus" to get faster on the carthaginian ships. this was eventually the advantage of the roman naval forces. and throughout all history books i've never read about a dedicated naval-soldier-unit in ancient times. in my eyes it was about the 16th and 17th century when at least the brits started with naval-soldiers - the so called "marines". but it would be still an interesting question if such troops existed in ancient times. if you think on sea-sickness and stuff... maybe there was an schooling for naval-troops?! -
qBot (yet another AI)
JuliusColtranePille replied to quantumstate's topic in Game Development & Technical Discussion
so cool to hear all that, pity that it won't work with alpha 7 build 2588. keep on the good work; thumbs up