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Everything posted by quantumstate
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The water reflections are done by doing a second render of the game from below. So if you want to have a water plane at a different height with this technique you need another render which is expensive.
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There has been some work on this recently, if you open atlas and add a reservoir water object then you can see this. It is tricky to do reflections properly with varying water levels so it might happen that we have two types of water, the fancy full water and a simpler one which is just used for wells and small features where the quality difference is not so noticeable.
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I don't think was can just retroactively re-license the wiki content. It would be a massive pain to go through and check things though. The best solution for me would be to have a way to mark pages as being CC-by-SA, initially we could no pages would have this status but then we would gradually convert them.
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In 0 A.D. water is completely flat. On the left switch to the environment options (picture of the sun) and then try changing "water height". You then need to use the terrain shaping tools to dig lakes/raise hills.
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I just posted that code to give one idea for how to implement it, don't feel like to need to use it, only if it is helpful. Only system components need the C++ change. All components are part of entities. Most entities are things like trees, units etc. There are some special entities though, these include players, formation controllers and the system entity. The components that an entity has are defined using the templates. So if there is <Identity>...</Identity> in the template than that entity will have an Identity component. You will find the templates for the unusual entities like players and formations in the templates/special directory. The single exception to this rule is the system entity which has the components defined with the C++ instead, there is only one system entity (there may be other differences, I don't know the fine details of the component system that well). So if you create a player component there will be an instance of it for each player in the game. Whereas a system component will only have one instance because there is only one system entity.
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That is odd. How are you testing whether it enters the Init() function? Also just to check the obvious, you have recompiled? Just for reference I previously made a rough prototype of an attack notification system http://pastebin.com/Tq2nDYK8 . I made this a player component but a system component like you are doing might be better.
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Your schema has no elements in it. You need at leas an <empty/> element. Also looking at another system component there seems to be another tag. Try adding these elements: BattleDetection.prototype.Schema = "<a:component type='system'/><empty/>"; Also, will this component handle attack notifications?
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Why? You mention realism at the end, but ignoring that for now, how will this affect the way the game is played and why will this make the game better?
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Can you tell us which version of the game you are using, whether you have made any modifications to any files and if the error is reproducible.
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I just tied this map. My strategy was: 1. Ignore the army, let it die. 2. Rapidly build up my base (see the advanced economic walkthrough demo map for more details if you have svn) mainly training ranged infantry from the CC plus the stronger hero. 3. When qBot attacks garrison until it starts attacking buildings. 4. wipe out the units since they are now focused on the buildings. 5. Continue building up rapidly. 6. March 50 decent units into the enemy base. It took about 23 minutes before the march enemy into enemy base part. I generally dislike defensive buildings so I never build any (except fortresses because they are needed for training).
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We use a system called svn which keeps track of every change we make. This is publicly available but requires some special software (most people on windows use tortoise svn) to download.
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Portable 0.A.D with C#, .NET, Windows 8 Modern / RT
quantumstate replied to mahdi's topic in Applications and Contributions
Do you have the source code somewhere for us to look at? I would be interested to see your port. (also if you distribute your port this is a legal requirement). I'm curious about your motivation for this, 0 A.D. is already portable, Ykkrosh successfully managed to get things running on an android phone. It sounds like a fun project to do anyway . Did you use automated code translation tools to do this? Also did you port the js to C# or keep that interpreted? -
Forgotten Empires, your roots in AOK...
quantumstate replied to Centurion's topic in Introductions & Off-Topic Discussion
This looks like a nice project. I spent many happy hours playing AoE 2. -
The AI isn't performing actions particularly fast. We do plan to add difficulty levels but I don't think this is the way to go about it. Basically if we just straight limited the actions to your action rate the AI would be at a disadvantage unless we added more code to do things like send units to gather as a group (which is what a player does), similarly the AI doesn't use rally points because it can just instantly assign them when trained. So you can see that most of the faster action rate goes into making the code simpler rather than any particular play benefit. There are some possible techniques that a 0 A.D AI could use which would be exploiting the faster actions per second, none of the existing AI's do this however.
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For a single component you need to attach it to the system entity which unfortunately requires a C++ change. The location is: source/simulation2/Simulation2.cpp:128 Apart from that you can just copy what one of the other system components does, there are files in public/simulation and public/simulation/interfaces. Your basic design seems ok, but I was wondering if using a full FSM is overkill given that there are only two states. Maybe it would be simpler to not use the FSM? I'm not sure about the sound manager since I have never used it.
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I don't really care about wood chopping sounds, I don't want them to be very loud at any zoom. I guess it would make sense for them to be a bit quieter when zoomed out though. My main point is that fully zoomed out will probably be the normal way to play the game for many players.
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Also, if you forget, the hotkeys are displayed in the tooltips.
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For reference here is the code used by our forum <object style="[url=""]height: 390px; width: 640px[/url]"><param name="[url=""]movie[/url]" value="[url=""]http://youtube.com/v/gDndZn0YPdI?version=3[/url]"><param name="[url=""]allowFullScreen[/url]" value="[url=""]true[/url]"><param name="[url=""]allowScriptAccess[/url]" value="[url=""]always[/url]"><embed src="[url="view-source:http://youtube.com/v/gDndZn0YPdI?version=3"]http://youtube.com/v/gDndZn0YPdI?version=3[/url]" type="[url=""]application/x-shockwave-flash[/url]" allowfullscreen="[url=""]true[/url]" allowscriptaccess="[url=""]always[/url]" height="[url=""]360[/url]" width="[url=""]640[/url]"></object> and the sauerbraten website <iframe src="[url="view-source:http://www.youtube.com/embed/EsTkLZhMI0I?rel=0"]http://www.youtube.com/embed/EsTkLZhMI0I?rel=0[/url]" allowfullscreen="" frameborder="[url=""]0[/url]" height="[url=""]320[/url]" width="[url=""]400[/url]"></iframe> So it is a simple formatting issue, though I don't know how easy it would be to change without causing hassle every time we upgrade.
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I don't think this would be a good thing. I tend to play close to fully zoomed out. Battle sounds should definitely not fade out, wood chopping sounds aren't very important to hear since they are basically ambient but I don't see why players who like to zoom out shouldn't be hearing them.
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Our GUI already has quite a lot of buttons, I wonder if adding this might be too much. What do you think about having a game setting that applies to all buildings? There is now rubble in the svn version of the game. This is a purely graphical effect. When you kill units are destroy buildings currently there is loot gained, this is not obvious though. One suggestion has been to block further construction for a time period where the rubble is. Roads are unlikely.
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Some small features are not on the list, it is more for bigger things. There is a trac ticket for it.
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Are you referring to the wiki page or the tickets?
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For 0 A.D. the building should only use one texture. Will this cause problems with sketchup? Also looking at your obj file it references Mauryan_defensive_tower.mtl which isn't in your zip.