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Sonarpulse

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Posts posted by Sonarpulse

  1. 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.

  2. That's what the current implementation does. It's only 'realistic' if you imagine you're in a (silent) helicopter high above the ground watching through binoculars, i.e. not very realistic at all :). (And it's not good for playability since off-screen objects will usually sound about the same as on-screen objects, which is confusing and unhelpful and unintuitive.)

    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.

  3. This makes alot of sense considering Maurya India had one of the largest armies in the world and the second largest city next to Beijing in Han China.

    Beijing did not exist on until 2nd millennium AD. Capital of China most the time before is Chang'an.

    I don't think a hero would have to be violence-oriented. Heros come in many forms. I think the Celts have a hero who just increases their production rate or something.

    Anyways, I came across this really cool video about elephants.

    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.

  4. 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.

  5. 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.

  6. 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?

  7. 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.

  8. 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.

  9. 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

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