leper
WFG Retired-
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Everything posted by leper
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[Sceneario] Heml's Deep Failure attemp
leper replied to Skhorn's topic in Scenario Design/Map making
The generic 'celt' and 'hele' civs are gone. (#2619) -
Otherwise pass --without-miniupnpc to update-workspaces.sh.
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Since we're planning on breaking compatibility here I don't see any point for going with anything less than factor 8. 1.1 cm is still way too precise for what we do IMO, but is already a huge improvement.
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"it failed" is not a proper error description. Possibly you either didn't pass --with-system-nvtt or didn't install cmake. But without an error log that is impossible to know.
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What distro?
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[Scenario Designer] application-[Fynn Levy]
leper replied to Fynnius66's topic in Applications and Contributions
Some ideas for maps that would be nice to have (please check first what has already been done first though): http://wildfiregames.com/forum/index.php?showtopic=15562 http://wildfiregames.com/forum/index.php?showtopic=16242 There are also some unfinished maps currently included in the game, but some of those are IIRC being worked on (see #2881). For getting maps included in game (and/or joining the team as a mapper): Just produce good maps that play well and suit the game. If that works out you'll be asked to join the team. -
In the main menu -> Learn To Play -> Structure Tree.
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Welcome to the forums! Thanks fore reporting this, it's now fixed.
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Lion: Stop full quoting immediately preceding posts.
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See http://trac.wildfiregames.com/wiki/Manual_Settings for how to change some of those settings.
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Found it and fixed by reverting a broken commit. (r16406)
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When doing what?
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About Chinese (Taiwan) mod font
leper replied to zerng07's topic in Game Development & Technical Discussion
Thanks for the input! That choice of font is similar to what was suggested in a similar topic about the Japanese font pack, so that should be fine. The previous version of the font pack used Micro Hei, which includes quite a lot of glyphs and this causes a not really needed increase in memory usage of the game. -
I'm not entirely sure how to actually implement something like that, but I guess something like placing adjacent buildings could work. (Maybe automating that to search for some free space, but that might end up with those entities blocking each other due to bad placement) Only being able to build in some territory is just a template setting. Roman Army Camps can even be constructed in enemy territory. Same for units producing other units, some heroes (a Mauryan and a Persian) and some ships already do that. Doable if you place those crystals unconditionally, or if some logic is added to check if some player is that civ/faction and only spawn it in that case. Something that might also work for this is what is currently done with Loot where the player destroying an entity gets some resources from it. What should happen if a player has no energy anymore? Should units just stop, and when/how can they be reactivated? Sounds like an interesting project.
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Welcome. To clarify the above a bit: The source code is released under GPL2+ (if you build without the lobby, if you build against gloox it depends on the version of the license the version of gloox you are using is under (GPL3 with the latest releases)). If you distribute binaries (executables) you must provide access to the source code if someone asks for it (would be nice to have it publicly available without having to ask though). Some source code files are under different licenses that are compatible with the GPL and most of them just require you to include a notice that you are using code by those authors. So yes you can release a commercial (in the payment for the game and executables sense) using pyrogenesis. Nothing prevents anyone having paid for the game to obtain the source code and just release their own binaries for free however. The above covers the code side. On the art side you can use some other license that prevents others from distributing it. This assumes that you create all art from scratch (or you have the right to use it under some terms). This combination (free source and commercial art/data) is used by e.g. Doom, Quake, Duke Nukem 3D. Using art from the game requires you to adhere to the licenses the art files have (which is mostly CC-BY-SA3.0), and mixing your own art with that might or might not count as a derivative work so you should read those licenses really carefully and possibly ask a lawyer. That isn't doable with terrain, but as Stanislas noted it can be done with a decal. Using an entity with the decal, where in case of destruction of that entity (Health <= 0) it is replaced by another entity that has just the decal. Actually that should be quite simple. The simulation should need some small changes to add new resource types (mostly for gather rates and transport capacities), but apart from that it should already work. The GUI code might need some changes to nicely work with the new resources but that shouldn't be a lot of work. Of course to add this you will have to change a lot of templates. Having two different resources for different factions should work with some slight changes to some simulation code (or maybe even just some template changes).
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Did you actually pass --sdl2 to update-workspaces.sh?
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-p1
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Tech/Structure Tree Visualisation
leper replied to s0600204's topic in Game Development & Technical Discussion
First one merged. -
Tech/Structure Tree Visualisation
leper replied to s0600204's topic in Game Development & Technical Discussion
Did you hear that? Something happened, didn't it? (More seriously: r16276. Small resolutions aren't supported yet, and that will not be fixed for A18. Apart from that try to break it and report back, else have fun with it.) And again a huge thank you to s0600204 for both creating it and letting us merge it! -
Bloated Repository & Source Downloads
leper replied to HeroesGrave's topic in Game Development & Technical Discussion
Also since we are using SVN and that supports partial checkouts you can just ignore the binaries/system folder and just check out everything else. Reading your SVN client documentation might be helpful (if you are using Apache Subversion 1.6+ it supports sparse directory exclusion (so you can actually ignore just that folder while updating everything else)). -
[FIXED] Bug on SVN rev 16263: Male units are unable to gather resources
leper replied to Tuux's topic in Bug reports
r16272. -
Translation [Discussion] Localization (again)
leper replied to RedFox's topic in Game Development & Technical Discussion
To be translated (the down-arrow button is meant). (If something has an escaped (preceeded by '\' (unless that is preceeded by a '\' itself)) '[' that text will show up as '[...' in the game.)