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quantumstate

WFG Retired
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Everything posted by quantumstate

  1. Alt-G Alt-g. (It used to just be g but this caused too much accidental panic )
  2. One made based on what will probably be the tutorial map.
  3. The trajectory of the projectile uses accurate physics (in a vacuum) based on the speed of the arrow. Check out source/simulation2/components/CCmpProjectileManager.cpp for details. Our units have unrealistically short max ranges which probably contributes to this effect. Maybe we should increase gravity. You can tweak that in public/simulation/components/Attack.js line 443.
  4. More little stones would be awesome, I was trying to use some to decorate a quarry and the selection was small. Also more trees would be nice for varied forests. Welcome, and I look forward to seeing your work .
  5. For people wishing to use the Mauryans, edit public/civs/maur.json. Set "SelectableInGameSetup": true. This will allow them to be selected and will work for multiplayer, even if only the host sets this option (no sync problems, it just affects the game setup GUI).
  6. I think this happens because the pathfinder works in 8 directions, and has a bias in some directions, so you might get lucky and find that the two routes end up being different. i.e. with a diagonal bias it will make paths which look like this: S-<--\ \ \ \ \ \-->-E Also the pathfinder in svn is no different to the previous alphas.
  7. With some other games I have found a few negative things about social media integration. These are implementation issues to some extent. Adds clutter to the GUI. Many of our GUI pages already contain lots of useful elements. Loss of visual consistency. A standard facebook/twitter logo will not fix the visual style of 0 A.D. Slows loading times waiting for a website or elements end up popping into place later if it is asynchronous. If it was optional then these would go away, although there is still the issue of what default to choose. I also dislike the idea of having social media present everywhere, but I can see how some people might like it.
  8. I have had some success with raiding. It is hard to how quite what effect it has though, also I am not very good at it (based on AoE 2 experience), I'm more of a economic boom player. Do you know that currently you get loot for killing enemy units? currently it is fairly small, 1 of each resource for female citizens about about 5-10 of a mixture of resources for normal soldiers.
  9. The actual rates from the data files are 10 for cavalry and 1 for everything else. This is pretty extreme though.
  10. One thing I have found in the past is that the display wasn't updating unless my mouse moved. This was on Linux and got fixed by some system update.
  11. In this case allocation is not an issue, there is one entry for every entity in game and not many entities get created in a game. There is lots of random access though, since this is what is used to work out nearby entities.
  12. No, there has been no paid development for >6 months now.
  13. For the fixed point stuff, we need to have perfect compatibility between all systems which run the game for multiplayer as feneur said. It also needs to be converted to javascript and back safely. I don't know much about this, but if you try changing it you will need to be pretty sure about it (backed up by some sources so whoever reviews your code can be sure). The code that is not network synchronised (anything outside of simulation2, and some of the stuff in simulation2) can be changed safely, but I don't know if there is any fixed point stuff in there. Also please put your patches on trac with [PATCH] in the ticket title. Someone should eventually get round to looking at them. If you think they are ready to be applied to svn you can add the review keyword. With formations, we plan to change how they work significantly. I don't think anyone quite knows how we want them to behave yet though. It might not be worth spending a lot of time on them now. Similarly with the pathfinder it is probably worth waiting until we have the latest patch from Philip to save wasted effort on code which will be replaced. Also another thing to avoid is CCmpRangeManager since I have been working on optimising that (changing the map to a vector for a good memory/speed trade). I look forward to seeing your work, we do need some nice performance improvements .
  14. It means that a bug in either the game or your graphics drivers which causes a crash. The first message means you have an old card/graphics drivers which don't support newer features that the game can use, we have some compatibility code which tries to run while disabling these features though. Have you tried installing newer drivers?
  15. No, with the current system you get 1.5 times as many resources with international trade, so for two equally placed markets it is always worthwhile to use international trade. 1.5 times is pretty big already in my opinion. Are you aware that with the current system the owner of the trader gets all of the resources? Even with the strongest suggestion of 33% going to each of the markets and the trader it is still an equal gain of resources to trading between two of your own markets. You can't build in your allies territory, you would need to build and defend a civil centre beyond your allies base to do this. I don't see why the player should necessarily get something for themselves, anyone who is silly/selfish enough to decide that it isn't worthwhile just hurts their own team and makes them more likely to lose. I would be happy with a 0.75/0.25 split (or even the current system), I just prefer the idea of it only helping your ally.
  16. http://www.moddb.com/games/0-ad/images has some. If you make your own it is way faster to use Atlas (the scenario editor). Unfortunately we don't seem to have a good supply of screenshots currently. Hopefully with the new website this will change.
  17. Those screenshots you used are pretty old, the game looks different now, please use some newer ones if you take this further. I like the design though, it is a nice natural split between the screenshots.
  18. You can normally guess which texture go with each model from the names, but if you can't have a look in public/art/actors, there are xml files which match up models with textures. No idea about the photoshop thing.
  19. Making a patch should be as simple as running one command with svn. Do we need clearer instructions for how to do this, surely it isn't too onerous? Apart from that step the rest will remain identical. New code will still be reviewed, so the whole getting feedback and making changes step will remain the same. Applying the patches is a bit more of a pain for me since patch applying tools don't seem to like me.
  20. Please justify this. I like the idea that allied trade is not beneficial to you but instead helps your ally, it is a fun cooperative element. Also in a standard game your allies market will be further away than your own so it is advantageous to you anyway.
  21. There is a central server planned, see http://trac.wildfiregames.com/ticket/1504 .
  22. Such tree dense maps are known to be an issue, you should probably avoid them if you are finding things slow.
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