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Everything posted by quantumstate
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Thanks for posting it here, it is pretty handy for people who are suggesting new features. Also thanks to historic_bruno for getting it up to date. (you should remove the version=25 from the link though)
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I'm pretty sure at some point we will start making the AI cheat to ramp up difficulty levels. There are still many improvements to be made before that point though.
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Logistics and attrition warfare
quantumstate replied to The Crooked Philosopher's topic in General Discussion
I would like to see logistics in the strategic campaign. I'm not sure about having then in skirmish maps though. -
I'm not sure about rams. They tend to be navigating crowded spaces and currently they have some trouble pathfinding. I don't think it is unrealistic to have people drag a ram around on the spot.
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I would also like to have this feature for the AI at some point.
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New Sound Manager svn patch
quantumstate replied to stwf's topic in Game Development & Technical Discussion
Yes. -
Having a quick search gave this http://search.lib.cam.ac.uk/?itemid=|otherdb|194274 which looks like it might be helpful, it has 120 pages of plates. I don't know how easy it would be to get access to it though since the library admits "Readers on application by letter or telephone", or if they would let me take pictures of it.
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I have access to a large library, I don't really know how to search for suitable books though. There is a search tool at http://search.lib.cam.ac.uk// and I can try and get material from anything you find on there.
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Create/mod new wall.
quantumstate replied to chaosislife's topic in Game Development & Technical Discussion
When gates are implemented it will only be possible to place them on long wall segments. So that is why it is preferable to use a long segment where possible. -
That link is showing that he had fixed it , I was saying that he had noticed.
- 30 replies
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- new releases
- alpha 10
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(and 2 more)
Tagged with:
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No, the sun is just too high in the sky for shadows to appear.
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http://trac.wildfire...hangeset/11893/
- 30 replies
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- new releases
- alpha 10
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(and 2 more)
Tagged with:
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In most cases poor performance that people experience is not due to graphics. There are still some cases which are slow with graphics (e.g. lots of trees) but these are fairly minor in general.
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There is a button when you select the civil center which has II written on it.
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To disable sound you can launch the game from the command line using ./pyrogenesis -quickstart To watch AI's playing you can launch using ./pyrogenesis -quickstart -autostart="Oasis" -autostart-ai=1:qbot -autostart-ai=2:qbot Where Oasis is the map name. Sound options will be added at some point, but for now this is a decent workaround.
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Instead of win/loss it is better to use something like http://en.wikipedia.org/wiki/Chess_rating_system . The Voobly AoE 2 system successfully uses this. The only problem I encountered was some players would use player kicking hacks to win a game (if you quit for any reason it counted as a loss). A convenient reporting system can help filter out these players before they get a high ranking (especially with game recordings).
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New Sound Manager svn patch
quantumstate replied to stwf's topic in Game Development & Technical Discussion
That sounds like how the current sound system works. -
JuBot isn't being very actively maintained currently but it would hurt to post the errors. If they are easy then we can fix them quickly, otherwise Jubal might might do more, especially over the summer I think he might have more time. Alt-D will give you some developer options including completely unrestricted camera movement. qBot giving up is a mysterious problem which I haven't worked out yet. If you can send me (or post on the forums) a saved game of a time when qBot has given up it would be helpful. One case that I know of is that gatherers all get in each others way and hit a deadlock for a certain resource. Then other gatherers are retasked to this resource because the bot is running out so they get deadlocked etc. This is pretty obvious though since all of the units are standing in one spot.
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Nice work. Having these shader effects in the game will make it nice and pretty . Doing some reading I found this paper had an interesting method for variable step size steep parallax mapping. http://www.lonesock....StepMapping.pdf Edit: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch18.html looks better
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New Sound Manager svn patch
quantumstate replied to stwf's topic in Game Development & Technical Discussion
The idea that I have had is to first take the 2D positions of all the units and then do the following transforms: 1. The visible area on screen is distorted by perspective, first make it nice and rectangular. The player is positioned so that the left and right sides of the screen are at about 45 degrees as you said. The green dot shows where I think the player should be in terms of height. 2. Take everything that falls outside of the box and scale it by some large factor, the factor should be determined by what type of sound it is (defined in some config files) So for woodcutters it would be really big so sound falls off really fast. For battle noise it should lower so I can hear a battle in the distance. Hopefully these diagrams will help show what I mean. -
We can use an AI to compensate for lack of triggers. I think it is definitely worth having a guided tutorial and shouldn't be too much hassle.
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Thanks for the feedback but changing to isometric graphics would not speed up development at this point, in fact since it would require a lot of new code and graphics things would probably take longer. Most development is currently focused on gameplay code which is entirely non graphical.
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You want health to regen when units are in their own territory. Your if statement seems to do the opposite. You should regen health when IsConnected returns true. 0 A.D. has lots of components which each do different tasks so cmpPosition is the position component etc. The IsConnected function first checks that all of the components exist, then checks if the territory is owned by the player that the unit belong to then checks that the territory is connected to a Civil Centre. If you destroy a civil centre in the game you will see that the territory border around the nearby buildings starts flashing, this means the territory is not connected and buildings will start to decay. Another problem is that you only update the timer when territories or ownership changes. This means that the timer will not be updated when moving units around. This doesn't matter for buildings of course since they cannot move.
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The 0 A.D. coding style for components doesn't use the {} for an if() with a single statement.
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The code generally seems to make sense. You say you made a mistake, can you give more details about what you expected to happen and what actually happened?