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Everything posted by quantumstate
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I'm pretty sure that was my fault. I was testing changes to the actor editor. I'm pretty sure that is the only one I touched, I didn't remember that i had saved the changes. That changeset generally went quite poorly .
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Set up two cameras at 90 degrees, after a quick calibration the maths is pretty simple for getting 3d points out of 2d tracking.
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I'm no expert but from what I have read I think that the quality from the kinect is pretty poor so you can only use it as a rough template for the animation. It would probably be easier just to use normal video to "trace". The kinect way is significantly cooler though.
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http://imgur.com/LxbdA enjoy .
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This is unfortunately impossible without installing a plugin for trac. Someone opened a trac ticket a while back which I found on a web search when writing the previous reply . Putting up a big notice (even deleting the content if you really want to) should do well enough though.
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You shouldn't delete pages. This breaks links and loses history. Instead you should remove all internal links to the page and put a notice on the page saying that the page is old with a link to the correct page.
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Now you just need to make my 0 A.D. look like this http://shadowness.com/fuzzypiggy/north-of-arundel-2 . You and wraitii are doing a great job, keep it up .
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Trade value has never been exponential. The amount of resources gained is quadratic compared to distance. Since increases the distance increases the time taken linearly (twice as far twice the time to walk) this means that trade income rate grows linearly with distance (income rate = resources gained / time). So if you put your market 5 times as far away you will get 5 times as many resources over the same time period.
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A longish trade route will now have about 0.8 times the income of farmers or woodcutters based on some quick tests (without foreign trade bonus). Before it was massively overpowered. It would be interesting to have players experiences once people have played a few games with nerfed trade.
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I just realised that I only edited the post so people won't have been notified. Basically now we would like someone to write a storyboard/script for a tutorial and then we can go and make it into a map.
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This error simply means that you could not connect (it is slightly misleading wording). This is normally caused by some misconfiguration of firewalls/routers.
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AI in a different thread is planned. The whole AI architecture is designed to make this very easy. Currently this would break the profiler though so it hasn't been done. It is almost certain to happen for version 1 of the game.
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Art worker, C++ Programmer, 3D designer
quantumstate replied to WeeveFerrelaine's topic in Applications and Contributions
For programming we don't use applications. Instead you can just grab the source and start work. Then post patches to trac where they will (eventually) be reviewed and added to the game. Once you have made a few contributions it is normal to be invited to join the team and you get svn commit permission. -
Your drivers are pretty old (2006). Could you try updating your drivers to see if this makes any difference.
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You should be able to attach files on the forum. Otherwise any upload site will do. This is assuming you are able to save maps and find the location of the on your disk. It would be good to have something which looks pretty, it doesn't need to be very big though. We would want something of reasonable quality so only go for it if you are serious about making a decent map .
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A little while back I messed around with making a tutorial using a custom AI. It seems to work reasonably, at least well enough to be better than nothing at all. The constraints are that nothing the player owns can be modified by the tutorial script. You can send messages, detect what the player does and control an AI's units. I am not much of a designer and don't have too much time so I was wondering if anyone would like to create a map along with some instructions for the player. I was thinking something along the lines of: Walk your female citizens to the civil centre. Gather some resources. A barbarian horde is coming! train warriors. (AI barbarian horde arrives). Edit: To clarify (thanks Pureon) there are two parts, one is making a nice map and that other is writing a storyboard. The storyboard is more important to do first so it would be great to have someone write that. Once we have a storyboard we could modify an existing map which would be easier. Also I have attached the example I made which might help give you an idea of how it works. tutorial-ai.zip scenarios.zip
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The reputation was added stealthily a while back. Nobody seems to use it very much though. The idea to to remove the need for "I agree" posts. I'm not convinced ti does this at all though.
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qBot (yet another AI)
quantumstate replied to quantumstate's topic in Game Development & Technical Discussion
Now a fuller reply. The only changes within the last month were trying to get the AI not to gather resources which it shouldn't so everything should still be relevant. Siege definitely need to be better as you say. Part of the problem is that qBot doesn't know how to use siege effectively and often walks it into a melee. I haven't tested siege properly since the attack priorities got implemented so hopefully they work better now than they did before. Increasing the priority is an easy fix to do for now, I will try that. Some special code for handling siege units is definitely necessary, though this might not be easy. We chatted about this on irc a bit. To briefly summarize, garrisoning is desirable but implementing it without introducing serious exploits is non trivial. Again this would be good. I'm not sure modelling deer is quite what should be done. It is very important to keep resource gathering going strongly. I played this strategy personally in AoE2 to counter rushes. The principle to keep in mind is always that you need it to cost the enemy more resources than it cost you. In this case the cost to the enemy is the production value of the soldiers whereas you spent the resources making your economy stronger. This means you have to rely on the strength of the buildings which provide a safe zone around your CC so the enemy can't catch up to your workers since they have to take a long way round. Construction of towers provides more safe zone, though garrisoning is also necessary for the safe zones to be properly effective. Also the bot should be producing soldiers while the raid is ongoing which should be possible since the defenders economy will be stronger if they have been playing equally well. This would help with defence. One thing which I think is more important with defence though is to get the defenders to work in a group. Currently they head straight for the enemy so often they arrive gradually and get picked off one by one. Strength of numbers is a large factor in battles. Especially with ranged the damage dealt is proportional to the number of units. So for example if you send 2 groups of 5 they will deal just over half of the damage (assuming they focus fire) vs a group of 10 compared with sending one group of 10. Training could be improved. The game has not yet been balanced though so any system should be flexible enough to easily handle changes to the template data, so don't bother with lots of manual testing obviously. The templates contain all of the necessary information so you should be able to get this working. I could try and help if you still have problems. It might be necessary to modify the getUnitStrength function a bit. Adding fortresses to the key buildings list sounds pretty reasonable. If you implement patrols this might become a bit redundant though. We talked about patrols on irc as well. I think they are fine to do with units that would be idle anyway. I consider it to be low priority but patches are welcome. One thing which I thought of is that the entry points are only around the original base. It would be good to defend expansions as well. The fortress building logic could be improved in this respect as well. -
qBot (yet another AI)
quantumstate replied to quantumstate's topic in Game Development & Technical Discussion
I don't have much time right now so I will only make a few quick comments until later. These are mainly negative because comments on things I agree with need more thought . The 1/3 limit is based on the total possible population for the game, not the current population, so this won't have any effect early in the game. The priorities for different training types probably aren't well optimised at the moment though. The problem with this approach is that since fortresses are placed at the entry points on very large maps this will give qBot problems when trying to build defensive fortresses. The whole approach is pretty crude currently and could be much better, I don't think a simple map size/6 is the best way to go though. -
This is permanent, each AI acts independently. Normally this will only occur when a unit spends 4 minutes trying to reach a resource and it only triggers if none of the resource has been gathered. I think it will be very rare for false positives to occur.
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I don't really have any idea of how big a texture could reasonably get, also with a bigger texture processing power increases which might be a limiting factor. I don't know if it would be possible to somehow attach the texture to a boat, you could damp the waves sufficiently to stop the edges being a problem but where two boats are next to each other things would get tricky. I would say this technique is probably not worth pursuing.
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For a slight diversion I thought it would be interesting to look at some fancier waves. I found this webpage provided an efficient approximation. Perhaps we could use it to create a wake around boats? I don't think it would work very well for ocean waves since it needs artificial damping or reflections off the coast will make it go wild. http://freespace.virgin.net/hugo.elias/graphics/x_water.htm I turned it into a javascript+canvas demo so you can see what it looks like. http://dl.dropbox.com/u/1055062/erosion/waves.html
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It was posted to the internal staff forums. Thanks for putting it up here.
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Thanks for the feedback. For the error message, please give us the message. It will be in the mainlog.html file in the logs folder (unless you have played a game since then). The standing dead elephant is because there is no death animation yet. Only some buildings fire arrows, this is by design. Garrisoning in other structures provides healing and protection. If a structure has an attack then garrisoning units will increase the attack.