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Sonarpulse

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Everything posted by Sonarpulse

  1. Is any art "source" being lost from this cleanup? certainly removing exported files from the distribution bundles is a no-brainer, but I'd be wary to delete something that could be used by a mod in the far future
  2. whoops, wrong thread. feature does look neat though. I have always thought of having a classic mode in 3D RTSs where all buildings must lock to grid. This might be useful for that.
  3. Seeing that github is brought up: https://github.com/0ad this is official, right?
  4. That's weird. How mature is the android port, it might be an idiosyncrasy of the developers, maybe it's this way to allow easy testing of multiple versions of SDL.
  5. could you guys just build it once with Macports and/or this? From my experience, most mac users won't show look into a game until they have a precompiled bundle. But once that happens they should appear in droves.
  6. AFIAK SDL 1.2 just comes sdl/lib etc hierarchy for convenient packaging. In most scenarios one would end up using a lib/sdl etc hierarchy and likewise doing "#include <SDL/SDL.h>". Most sdl programs I have seen also use that c directive, or the equivalent with quotes if SDL is stored with the project to avoid version errors. I can't see why android should be any different.
  7. Can Android tablets use an external keyboard and mouse? That might be a good starting point for this.
  8. @iap: I think you get this, but just to reiterate, this doesn't bind the camera angle or anything like that. Ideally, I would like to see 0ad support defining multiple cameras in local.cfg (and maybe share the logic for multiple hotkey sub-profiles). Then for uber-competitive multiplayer, one camera can be agreed upon, and for everything else, they can be switched between easily. @quantumstate. Thanks so much, I think I get it now.
  9. Wow, I did not expect this much of a positive response. A ha, the culling feature was under my nose all along. How is it logarithmic,though? if 2→4 doubles it, isn't that linear? Thanks for the tip on the Persian carpets too, It was the first instance I noticed. Thanks. I just copied in the old rotation settings to begin fixing that. I know what you mean. Maybe I just liked zoomed out RTSs (aoe2wide, look it up), but I found that being zoomed out (or maybe even the act of zooming out) help a lot.
  10. The new 45 degree camera is quite beautiful, but I always found isometric views more ...strategic. the "isometricity" makes it like a map. So here's my first draft of a basically isometric camera. It's hardly worth sharing, as I just changed the FOV and doubled or multiplied by 10 some numbers at random. ; Camera control settings view.scroll.speed = 240.0 view.rotate.x.speed = 1.2 view.rotate.x.min = 28.0 view.rotate.x.max = 60.0 view.rotate.x.default = 35.0 view.rotate.y.speed = 2.0 view.rotate.y.speed.wheel = 0.45 view.rotate.y.default = 0.0 view.drag.speed = 5 view.zoom.speed = 1024.0 view.zoom.speed.wheel = 320.0 view.zoom.min = 500.0 view.zoom.max = 2000.0 view.zoom.default = 1000.0 view.pos.smoothness = 0.1 view.zoom.smoothness = 0.4 view.rotate.x.smoothness = 0.5 view.rotate.y.smoothness = 0.3 view.near = 2.0 ; Near plane distance view.far = 4096.0 ; Far plane distance view.fov = 5.0 ; Field of view (degrees), lower is narrow, higher is wide The more interesting thing I noticed was with this camera, the game would frequently run into sorting issues issues with close meshes when zoomed out to get a decent amount of map on screen. I'm going to take a wild guess as to the cause: Because to get enough area on the screen with that FOV, the camera has to be very far way / zoomed out. What ever variable stores the sorting data has to account for so large range of "camera z-axis", that it is no longer precise enough to avoid good ol' rounding errors with meshes that close. If that is true, I would propose fixing that problem like this: make a bounding box with a base inscribing the portion of the map visible, and a height corresponding the to the heighest object that could exist in game, or some fixed substitute, figure out the longest line segment spanning the box collinear with a line emanating from the camera, and finally scale the sorting variable to account for that range and nothing more. If my novice prediction is at all right, that should make it so that sorting errors are equally prevalent/hopefully-nonexistent regardless of the camera setup, with the benign side effect that geometry in positions relative to the camera that should never happen are culled. Now that I think of it, I have seen similar errors in other 3D renders. Hopefully this is something that can be fixed, and isn't to prohibitively buried in the bowls of SDL or OpenGL to be fixed on 0 A.D.'s end.
  11. http://thepiratebay.org/torrent/6925818/0_A.D._%5BAlpha_8_Hax_amp_Auml_A_mani_amp_Aring__amp_iexcl_%5D I made a torrent if anybody needs the windows version and wants to spare Sourceforge.
  12. Thanks a lot, guys. I ended up installing 0 a.d normally as a control, so to speak, and then did the sym-linking. I symlinked ./mods, ./tools, and ./config. Everything works fine. Yes this will be a pain for updates, but I will probably make it work by first updating with APT, and then see if I can get binaries only for windows. Windows installers suck anyways so I won't mind cutting and pasting on that OS. Just for reference, the share directories were "/usr/share/games/0ad/" on Ubuntu (11.10), and of course "[installation directory]\binaries\data\" on windows.
  13. I installed alpha 8 on windows recently and now am going to install it in Ubuntu. However, I rather not download all ≈200 megabytes again, nor keep lots of redundant data on both partitions. If 0 A.D had a normal FHS-esque ./bin ./share ./lib etc. hierarchy, I might have been able to fake it myself. but with the current setup I am at a lost. Any instructions how, or advice I am foolish, would be much appreciated. Once the symlinks are in I think i know how to use dpkg to avoid the now-unnecessary data dependency.
  14. Hello everybody. Guess it's my first post here so I'd just like to say 0 a.d. has to be the greatest even remotely FOSS RTS I have seen. Back on topic, for those of you familiar with the Command and Conquer series of video games, there as been an effort to recreate a multi-player service for the older, now unsupported games at http://cncnet.org/. Code is at https://github.com/hifi/. I'm not quite sure on the details, but I'm pretty sure CnCNet is fairly tolerant of whatever it's supported game's protocol may be, and mainly focuses on just setting up the networks to tunnel it's games' protocol through. It has both dedicated server and p2p modes, which or going to be made completely seamless in a future version, so no matter what setup you guys are thinking of, this could still be relevant.
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