Sonarpulse
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Everything posted by Sonarpulse
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Build environment and deployment on the Mac
Sonarpulse replied to Yves's topic in Game Development & Technical Discussion
Great Work! this should bring in tons of new users -
New Release: 0 A.D. Alpha 9 Ides of March
Sonarpulse replied to Jeru's topic in Announcements / News
windows: alpha 9 torrent: https://thepiratebay...torrent/7106711 Hash: 9C1868B7E4151AB3C576B43E7BDBC7F4CA9CCD0C Tried to add SourceForge webseed, probably wont work. Hope this helps people. EDIT: yes, it is just windows. Mac users could probably use a torrent too, but Linux package managers usually do their own thing. -
Oh Whoops, Never saw that until now. This got me thinking, Is there any chance the team might include the .deb package rules? (So SVN builds can be installed with APT). I feel like this could be done in a way that wouldn't hinder/malign packaging for other platforms, and it certainly would be handy for all the Ubuntu/Debian users here, which probably make up a majority of the Linux fan-base.
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Well, try getting the source package and compiling from that. Should be a decent compromise.
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I was able to find some interesting modded drivers at this site: www.hardwareheaven.com Perhaps they will have some hack that allows you to use newer drivers with your card.
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Why don't you try installing the .deb from the Ubuntu PPA?
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Well, I am seeding it now. You can try it again. I don't see much point it uploading it conventionally, if that is what you mean, as it already is.
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about the updates: best practice IMO is to reply with new version of code/file/whatever, AND update first post. That way current users see the bump/unread, and new users don't have to go fishing for info.
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Build environment and deployment on the Mac
Sonarpulse replied to Yves's topic in Game Development & Technical Discussion
Awesome! -
Build environment and deployment on the Mac
Sonarpulse replied to Yves's topic in Game Development & Technical Discussion
was "Command Line Tools for Xcode" modified for Xcode 4.3? i.e. should the scripts still work with the latest version of the CLI package? -
I think Wildfire Games would: http://www.google-me...#what_is_mentor
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Perhaps once the new pathfinder is in, the rough passability region (see red grid in pictures in penultimate page of "reporting progress thread") can be use to give rmgen a better check. Or vise-versa: the proper map barrier can be used when generating the rough passability region.
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Eh, I would let the game load it, but give a big warning and ask for confirmation first. People might want to try to load it, even knowing the risk. I can't think of a good example why outside of finishing an old campaign (which is a long ways off), but I feel warning+plus allowing solves all the problems without limiting user freedom.
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Build environment and deployment on the Mac
Sonarpulse replied to Yves's topic in Game Development & Technical Discussion
Yes! getting an official, stable binary out will be a HUGE step forward. And of course, using this method will also help reach the ultimate goal of "easy" mac compilation. -
Progress reports on funded work
Sonarpulse replied to Ykkrosh's topic in Game Development & Technical Discussion
These updates are so fascinating! Thanks for your effort, Phillip. Well either way the code will always be there for others to use. -
Build environment and deployment on the Mac
Sonarpulse replied to Yves's topic in Game Development & Technical Discussion
Good to know, thanks both of you. -
Awesome! hopefully i can get to that soon, and maybe edit the script to work with wine and native unix too (I am on 32 bit). It should come in handy if/when a 64-bit version of the game is made.
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Fixed. Working with an interpreted language, I can see how you wouldn't haven't bothered to release your code separately. But as this AI grows, you will probably run into regressions, and then version control will be invaluable. (If you are using a local git repository or something similar, my apologies.)
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Build environment and deployment on the Mac
Sonarpulse replied to Yves's topic in Game Development & Technical Discussion
will your script work with 10.6? Also, I always had the impression that the difference between 10.5 and 10.6 was less, if because nothing more than because "leopard" and "snow leopard". Is that at all true? -
Build environment and deployment on the Mac
Sonarpulse replied to Yves's topic in Game Development & Technical Discussion
Oh Apple. Is there any other *nix that's more of a pain in the @#$%? Somebody made something similar for 10.6 (I read that "Command Line Tools for Xcode" is only for 10.7): http://kennethreitz.com/xcode-gcc-and-homebrew.html & the package itself https://github.com/kennethreitz/osx-gcc-installer/ -
Can the installer be made on linux? I think I might want to test uncompressed installer + compressed public.gz (Whoops, that's what i meant to say) with zsync.
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wouldn't that mean that compressing public.zip and uncompressing the installer would hardly change the installer size? (besides the fact that LZMA is better than DEFLATE) (public zip could then be uncompressed after being downloaded so runtime speeds were not affected). Also, are there any large compressed files within public.zip?
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Prettified selection rings
Sonarpulse replied to vts's topic in Game Development & Technical Discussion
Wow, that dolphin is an exceptional good result. And I'll second this as being a good idea: there are a number of good open-source "pixel-art" algorithms out there. -
Advanced attack features
Sonarpulse replied to quantumstate's topic in Game Development & Technical Discussion
The parabola paths I mentioned are calculated ignoring air resistance, so you have a valid point about the aerodynamics of an arrow. However those equations are only concerned with the "initial velocity", so differences between bows and catapults do not matter. "Crushing attack" vs "piercing attack" may effect what initial angles are practical, but not the paths of each given initial angle. (Also I think you can fire straight up and an arrow will still fall arrowhead first due to wind resistance. And if that's true, how would archers fire at people on walls at closer ranges?. For the record: On level ground 45° gives the longest range, so a restriction of no more than 50° wouldn't matter for calculating ranges.) -
Advanced attack features
Sonarpulse replied to quantumstate's topic in Game Development & Technical Discussion
Just a Parabola (looking at in 2D)? Great! Then this should be really easy to implement without much performance penalty. I think it's an important because 1) warfare of 0 a.d.'s era was EXTREMELY tied to elevation: 2) it is a easy, consistent, and the most logical way to give garrisoned archers a bonus.