Jump to content

quantumstate

WFG Retired
  • Posts

    1.146
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by quantumstate

  1. The pathfinding will probably do strange stuff if the enemy base in unreachable. The qBot pathfinder should give up and default to telling the game to walk its units directly towards the target, but I haven't tested this thoroughly so it could be a bug in my qbot pathfinder code or that the games pathfinder just doesn't cope any better. The real solution is to get some proper siege logic, I'm not sure about the timescale of that happening. The farms issue is annoying, I had hoped that I had solved that but I shall put some stronger checks it so that it never tries to gather from other players farms. qBot doesn't use different strategies for different civs, its default strategy might be better suited to celts though. I don't know the civs well enough to tell you.
  2. The data files describing the units are in simulation/templates, they use an inheritance system. There are also data files which describe the 3D models in art/actors/.
  3. If only additive mods are working that it sounds like the load order is wrong. I don't think we have any way of defining it yet though.
  4. No. The xml schema would need to be redesigned to allow this (and the associated javascript would need changing).
  5. This looks interesting, I shall have to take a look. Are you planning to make it a proper balanced mod or just something fun to play with?
  6. Try editing special/player.xml, you probably need to add Temple there.
  7. They don't give the same values. sin(phi) = -sin(theta). Also in your earlier post you put But these test values don't make sense with your definition of the function since the vector (0,0) has no defined direction. Would you be able to draw some diagrams showing what you want from the functions, trying to describe geometry can be confusing.
  8. Ah, I see. Those different from the functions which I modified which is why we have been confused. I have drawn another diagram, is this what you want? If so which of the angles do you want? So the current function is basically getDirection but using anticlockwise from the x axis rather than clockwise from the z axis which is what buildings use?
  9. This function will return the angle of the vector from point 1 to point 2. So since the vector from (1,0) to (0,0) is (-1,0) the function is behaving correctly (for what I thought it should be doing). This unfortunately doesn't seem to be what you are wanting from this function. From what you say I think you want the acute angle between the line passing through points 1 and 2 and the x axis. Is this correct?
  10. I fixed the error, sorry about that. I am not sure why you think it should be changed to z1-z2, I have attached a diagram and my testing matches with the diagram. I also did a quick check of how the current random maps use angles and the x = cos(theta), y = sin(theta) is the current convention so the GetAngle function matches that. The building angle is also messed up as you say, looking at the createStartingPlayerEntities() function I see this code: var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; Which transforms it into the coordinates which I have been calling standard. Perhaps we should change this.
  11. Thanks for sending this application. However as quoted below this is not necessary for programmers so this means you can get started right away . If you haven't already discovered it the developers irc channel is a good place to go for quick questions. Gameplay, AI, Sound and Graphics Programmers - If you dig 0 A.D., and you can write code, just come as you are and start contributing. We don't want to hinder your progress with any application forms. People who make good, substantial contributions over time will be asked to be a part of the official team anyway. (All contributors will get credit for their work, though). Check out our intro in 0 A.D. programming for more info on how to get started, checking out the code from SVN, submitting patches and more.
  12. My logic was to look at what is being represented by the coordinates rather than the variable names. Basically we have the map which is the x-z plane. In the default orientation on the minimap x positive is right and z positive is up, so we are using the standard x-y plane with y labeled as z. This is the way people creating maps should be thinking about it since they are working in 2d (or 2.5d). The labeling is an unfortunate consequence of the coordinates being chosen in the 3D engine and then being directly transferred into the 2D system used for the games simulation. Changing at this point would be far too much hassle for what is gained.
  13. I'm not sure about this. I think it might be trying to merge two separate things into one. The known issues list should be easy to edit so new items are added quickly. The FAQ would give more useful information about how people should report problems and possible fixes.
  14. For Phase 1 this is unlikely, it is one of the lower priority things. After Phase 1 is completed the goals will probably be reevaluated for Phase 2. From my point of view I would like to see more "battle simulation" type of features implemented, note this is a personal view not a team decision. also I think is in the original design so has a good chance of being done. This will be a significant time into the future though and is unlikely to be decided until then.
  15. I just committed some changes to this file, GetAngle() and GetDirection() have both been changed so I thought it would be good to announce it here so people don't get caught by surprise since the changes will break stuff using the functions (nothing in svn uses them currently). GetAngle() now returns the angle anticlockwise for the positive x axis in the range [-pi, pi]. This is a standard convention for mathematics and all programming libraries that I have come across (the Math.atan2 javascript function is especially relevant). Before it returned the clockwise angle from the positive z axis. GetDirection() has been renamed to GetGradient() because this is more explicit. Also I changed the functionality so that it correctly returns Infinity for vertical lines. For 0 width and zero height it returns 0 but I am unsure about this. Returning NaN makes most sense but from your previous implementation I was guess you probably don't want to worry about NaN checks so I did it this way.
  16. Thanks for trying out 0 A.D. and coming here to report your problem. As the game is still in alpha releases there are still many things we need to do. Many of these we know already, so when you provide feedback we would ask you to focus on some of the other points that could be improved. PLEASE READ THE FAQ BEFORE YOU POST HERE. THANK YOU. There is a neat table of planned features at http://trac.wildfire...ayFeatureStatus so you can tell what we are planning to add. Lag This is a common complaint, and with good reason. The game does not run as fast as we would like. Late in the game you will probably experience some lag, this is caused by a mixture of things, AI and pathfinding are big ones. The problem is worse on island maps and with multiple AI players. One thing that can be helpful is giving us the profiler information. This automatically generated information is useful for working out where the lag is coming from. If you hit Shift-F11 this will be dumped into a file (location given at the top of the screen). Please upload these data to our forums to help us solve the problem. Thanks! Missing Animations Some units glide around or don't drop to the ground when killed. We have an animator who is working away at making pretty animations. More animators are invited to help with this task. Units Can't Attack When Chasing There is a problem in the code where units decide to attack, then the chased enemy gets out of range before the attack hits so it is aborted, so in effect any units chasing each other won't be able to deal damage. Greyed out/disabled menu items Some menu items can't be clicked on, this is because those features aren't yet implemented. Units don't fight in formation Can't run two instances of the game simultaneously on Windows Multiplayer Lobby No one can join my game! Currently, only routers with UPnP support or routers that have been properly port fowarded are able to host. I was disconnected from the lobby... This is usually caused by a moderator kicking you for abusive behavior or inappropriate/vulgar chats. AI Problems AI tries to gather from resources near your base AI Doesn't Know how to Fight using Ships There may be errors loading a saved game with AIs. Rejoining a multiplayer game with AIs is not supported yet. Common Suggestions "You should use multiple threads/cores" 0 A.D. does have multiple threads for e.g. texture conversion, pathfinding, sound/music playback and user data reporting, but the game simulation and renderer currently run in the main thread to simplify development. "You should use Kickstarter, Indiegogo, etc." We did try to do an Indiegogo campaign, but while we did raise some money which will go towards improving the game, we did not raise as much as we had hoped. The goal was to raise enough to hire two developers full time for two years, but we did not reach it so we have not been able to hire them. We might consider doing it again in the future but we currently do not have the resources for it.
  17. It shouldn't be crashing, on the developers systems the game is generally fairly stable so it would be helpful if you could give us some more details so we can fix it for your system. The Bug reports section of the forum is the ideal place, generally useful information to give is what hardware, operating system and graphics drivers you are using. And of course any messages you see when the game does crash along with the crashlog.txt in your 0 A.D logs folder.
  18. Hopefully I am understanding you correctly. Currently the problem is that the AI has no way to tell what the target of a unit is. More code needs to be added to the AI api to connect it with the UnitAI code.
  19. This approach works to some extent but you get issues when units you assigned to one tree finish gathering and automatically choose a nearby tree to gather from. In this case the AI has no reasonable way of finding out which tree the unit is gathering from.
  20. That error is fixed in Alpha 9. Playing with 7 bots will probably take down any PC at this stage. Hopefully you will find Alpha 9 is a bit better in terms of lag, if you get lots of lag it would be awesome if you could hit shift-F11 and upload the resulting log file (location is shown at the top of the screen). Then we can see what is causing the problem and be able to concentrate on that more.
  21. There is an Android Port thread. It is very much a rough proof of concept currently so getting it running might be a challenge, also you won't be able to play because the controls don't work.
  22. historic_bruno has been hard at work preparing one so you are in luck .
  23. It will be very soon. Whether it is today or not should depend on your time zone.
×
×
  • Create New...