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Sonarpulse

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Everything posted by Sonarpulse

  1. Yeah, I kinda gave up on dealing with line endings as I use the same repositories in a duel boot setup, meaning that while it might commit right the thing never knows what to check out. On the other hand I've never had much of a problem with then, as most everything I use seems to be able to handle either line ending scheme just fine.
  2. Does trac handle the automatic binary compilation? maybe trac+plus git can be rigged up to do something separate from the git repository itself. Does SVN store the binaries' history too and it just doesn't matter because only the working copy is downloaded? or is the binary history not stored at all. Also, does anyone by chance know if Apache's mirror setup (https://github.com/apache) is something any github organization can do? or something they paid for.
  3. This reminds me, might 0ad ever move to git? track supports it, and IMO the way development is currently going, with the new sound system and this, would be better supported by it.
  4. Ah, I knew the current sound scheme was something like realistic 3D, but I thought it was an unintentionally flawed 3D, due to the overall lousiness of the system. I guess some HUD-like sounds (EUS, ear-up-speaker, anyone?) would never make sense as 3D too.
  5. Beijing did not exist on until 2nd millennium AD. Capital of China most the time before is Chang'an. Well, Ashoka only became a pacifist because of remorse over his bloody campaign in southern India, so he could still serve as a traditional military hero, though he is most famous for his pacifist+Buddhist stage.
  6. I'm not sure whether your system allows for this, but it would be fun to have a mode were all sound is done realistically, a la 3D simulation with camera position as ear. Maybe it wouldn't be to practical for gameplay purposes, but it would be kinda neat. And hey, it's sort of a trade off, the more of the map you see, the more your hearing is impaired.
  7. Eventually, when 0ad as planned is more-or-less complete, I think it would be neat to be able to chain together civilizations as an outgrowth of Civilization Phases. For example, you pick Athenians or Spartans, eventually become Macedonians, then Byzantines, then Turks. Also, it would be nice so a civ can be defined as a collection of assets and tech trees, and then balance tweaking can be done separately based on the civs available. So 0ad becomes a certain collection of chained civs & ballence tweeks, and hypothetical "AD500" another, perhaps slightly overlapping, collection of chained civs & ballence tweeks. Having all of history in one game like civilization seems ridiculous and hard to balance, but different ages can be balanced separately with assets shared. Hope that makes sense.
  8. Thanks, good to know about the alt-enter errors. We tried compiling it with MacPorts and Xcode3.1.4's GCC, and it didn't work. From the terminal I don't remember any errors, weirdly enough, but no executable were made. From the xcode3 IDE I just got "not x86-64" errors before anything tried to compile.
  9. Sweet, thanks so much! I had my friend try it (I don't actually have a mac) and he said everything seemed to work fine, until when he alt-enter-ed to windowed-mode and the game crashed. Does this build (and henceforth hopefully) need to be cross-compiled from 10.6/Xcode 4, or can this be built from 10.5?
  10. I would also be interested in a 10.5.8 build, no Atlas is fine. What is the deal with processor architecture? If somebody has 32-bit 10.5.8, updating to 10.6 shouldn't give them 64-bit.
  11. Ah, that's best: the logical elegance of 4 options, while not taking up any more keys. And BTW, a practice situation would be this: You have an outpost under attack, no walls but no enemy siege units. You are almost finished build a fortress with some citizen soldiers. You want to finish building that fortress so you can protect your archers, but defend your citizen soldiers at all cost. You love defends. Walls and towers everywhere, but you haven't really bothered to build an army. Your enemy sends some siege units, thankfully mostly undefended. You need to kill those seige engines ASAP before the rest of the army shows up, but don't want to stop food production because you are going to need an army fast.
  12. I feel like due to 0 ad's unique worker setup we need 3 get idle unit functions: one for pure workers, one for pure fighters, and one for mixed (just citizen soldiers in practice). I guess we could also do 4: pure fighters, any fighters, pure workers, any workers. But that will take more keys, and it's just as easy to find idle pure and then idle citizen soldiers.
  13. I once made a snow material in 3ds max by taking the cosine of the angle of the normal to the vertical, adding a noise effect, and then increasing the contrast of the resaulting map. The last two steps were just there to "dither" the result. Tiled texture snow maps could just be used as a multiplier. Altogether, this could avoid the need to retexture buildings. If this is too hard for old shaders, substitute the first step for computing the diffuse layer for a vertical light source
  14. I think it would be cool to see a lisp ai, but that's a very random idea. I just like that language, and it's often used for ai related stuff
  15. Sounds like good stuff. How many channels can DDS support? And how easy is it to use DDS on stuff besides windows? It say a material wanted alpha, spectacular, and team color?
  16. You want a newer "generic driver". AFAIK vendor-specific drivers are just planned obsoletion / extortion.
  17. Cool setup then. Also, I guess now alpha testing could be subsisted for alpha blending for those using FSAA right now, without modifying any foliage textures.
  18. So there is an XML for every model, and a XML for every material? Is that different from the current setup? Also, I noticed in that unity link, they mentioned alpha blending, but with alpha testing to minimize the sorting problems. Any viability with that?
  19. Well, I don't have a mac to view it, but great! glad to help in any way. *looks for .icns viewer*
  20. Maybe you could move the topic a couple times, and then sticky the "moved" redirects.
  21. IMO, the 1% opacity trick should only be used within in the "0" of the icon. it actually makes some sense for the surrounding area to not be clickable.
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