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Everything posted by quantumstate
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Delete the old archive, an error occurs
quantumstate replied to gameboy's topic in Game Development & Technical Discussion
This is a strange error. Is the svn checkout completing correctly? Also are you compiling yourself or using the autobuild? -
Introducing myself ..
quantumstate replied to RedAdder's topic in Introductions & Off-Topic Discussion
The recommended method for development is to grab the svn see http://trac.wildfiregames.com/wiki/BuildInstructions for some instructions. If you are on windows you won't actually need to build the game since there is a pre-built binary in the repository. It is possible to use the release versions of the game however (unless you want to modify the C++ obviously), if you find the directory where 0AD is installed and go to binaries/data/mods/ you will see a public.zip folder, you can extract this into a public folder and now the game should start using the files in the unzipped folder. I'm not quite sure what you mean by economy, but if you look inside the public folder you will find a maps folder which has random maps and rmgen which is the random maps api. For AI you will want simulation/ai, I wrote a rough guide to qBot. For general gameplay code (possibly useful for your economy stuff) you will need to look in simulation/components. -
This should be fixed by 11321. The problem was with the new resource caching code.
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The Alpha 9 Preview-Thread
quantumstate replied to JuliusColtranePille's topic in Game Development & Technical Discussion
Wait 4 days . -
You can play single player against the AI's.
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This looks pretty interesting. The algorithm seems to work very well with the starcraft maps. Hopefully this would translate to 0 AD maps well, though since 0 AD maps are typically more open I would expect there to be a larger rate of false positives. With some pruning this shouldn't be an issue though. The library they provide looks pretty Starcraft focused, it looks fairly strongly bound to bwapi which is not great. It might be easier to start from the CGAL library since the operations performed on the Voronoi Diagram look relatively straightforward.
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qBot does have a very basic pathfinder built it. It currently uses gradient maps which should be less efficient that A*. It gets away with this by rarely calling that pathfinder (once for every attack launched). The jump point search requires uniform cost (though binary cost is a more accurate term) so I think that the new pathfinder will have this. Current qBot just inserts blockers, which should be enough for fairly advanced AI. I had also been playing with a crazy pathfinding idea which would in theory be really fast. I may never actually manage to finish it however.
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Delete the old archive, an error occurs
quantumstate replied to gameboy's topic in Game Development & Technical Discussion
I can't reproduce the error. I just successfully deleted several old saved games. Can you give more details about which version of the game and OS you are using? Also is the error message exactly the same as before? -
A two click mode makes the standard case more difficult. I am strongly opposed to the idea.
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Random Map Script: Corsica vs Sardinia
quantumstate replied to wraitii's topic in Scenario Design/Map making
Wow, that coastline is great, the map is generally very pretty. I'm not so sure about pine trees on a beach though. -
This should now be working again.
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Reading the documentation gives me a general impression that there is normally one primary mentor. I don't how much work this is likely to be. I do have a friend who was a mentor (and student) on the SOC program so I could ask him what kind of commitment is needed. Also I will be starting an job in early July so I don't know how this will affect my contributions to the project.
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Thanks for reporting this. I will look into it.
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Use the q and e keys, they also work in game.
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The trig functions are being replaced with safe versions, I have done sin and cos, and will be doing atan2 sometime soon. The replacements should be pretty accurate (about 10 decimal places) and reasonably fast, if you avoid using them in big loops then it should be fine. Vector maths is a general area of mathematics, for map making you would only need a basic knowledge though, I don't know where you would go to learn it though. I don't think there are any libraries used in javascript for the game, I just wrote the operations myself when working on the advanced attack code.
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The AI aims to have 100 females at all stages of the game. This does not lead to optimum play in all situations but does give a strong economy in general and keeps things simple for now. I disagree that females are useless in the late game, they have the same utility as in the early game, they allow rapid rebuilding of an economy. The problem is that qBot tries to rebuild them before beating off the attacking force The AI should cope with maps which only have trees, stone and metal though not optimally and it might complain a bit. Maps with no resources like "New RMS Test" are not going to be considered since it is basically silly in my opinion. Geek377: I haven't noticed the AI sending females to clog up streets, can you give more details about how this happened?
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The problem affected all Linux builds and since people on the team are compiling daily it was pretty easy to spot where the problem was. I was told about it on irc and so I just repeated it here (plus my own build was broken).
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This is not yet implemented, so there is no way to make them run currently.
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Units heading opposite direction when move order given
quantumstate replied to FeXoR's topic in Bug reports
Philip (Ykkrosh) is currently working on the pathfinder for the game. This may affect how formations work so for now I think it is best to wait until that is finished. -
You should definitely remove the second var, it will confuse people who are used to block level scoping. Also in terms of formatting you should either use the style: if (foo) { bar; } or if (foo) bar; (Obviously you cannot use the second if you have multiple statements.) The function is pretty confusing to read, using arccos() is unconventional. I would recommend using Math.atan2(), it will return the correct angle in the range -pi to pi. I would also suggest renaming the function to getAngle(), this is less ambiguous.
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Thanks for reporting this. The error was created in 11199. This will be fixed fairly soon, it was due to a difference in string handling between linux and widows.
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Loading saved games across different game versions is not supported yet. Can you reproduce the error while loading a saved game created by the same svn revision?
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Hopefully this is fixed by 11198. Can you test again please?