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leper

WFG Retired
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Everything posted by leper

  1. Basically Bob's idea would make the present iberian fire ship more realistic. You don't build a burning ship... The damaging aspect will probably stay the same, and removing controllability can be done by switching the ownership to gaia. Setting the ship on fire (using the GUI button) can be combined by rightclicking at a point. The ship will then move in that direction. (So it'll probably look less fancy than in the mockup) Making other ships burn will probably be the hardest part of this.
  2. eihrul should be added under Programmers. (r9814, r11896 and 12929) Simikolon - Yannick & Simon (though I'd write them a PM) privateer has his name in his profile.
  3. (I'm not a lawyer so don't take any of as legal advice) § 86a (2) includes symbols that resemble those named in § 86a (1) and § 86a (2). The exemption in § 86 (3) (via § 86a (3) only applies to those cases noted in Yves post above. But some rulings of the Bundesverfassungsgericht (see links and quotes below) indicate that the use of those symbols is only legal (if § 86 (3) doesn't apply, which may or may not be the case (related to our current inclusion)) if the use doesn't run contrary to the Schutzzweck. (source: http://www.bverfg.de/entscheidungen/rk20090518_2bvr220208.html) The exemption from this is in case of a neutral use, which probably applies here, (instead of the legal use as quoted by desmotes) not applicable if there is "massenhafte Verbreitung" (~mass distribution). (source: http://juris.bundesgerichtshof.de/cgi-bin/rechtsprechung/document.py?Gericht=bgh&Art=en&sid=35c128165c4d9b6d237d8a68878c3644&Sort=3&nr=39349&pos=1&anz=2) Regarding the strict law in some countries: I have not yet seen any other law that restricts the use as much as the German law does, which even prohibits the neutral (as in not propagandistic) use.
  4. I don't think that this edit is correct, as the build may have been done on 2012-09-05, but the release was done on 2012-09-07.
  5. Thanks for reporting, it should be fixed in r12948
  6. Have you checked in ~/.cache/0ad/maps/scenarios ? There should be a .xml and a .pmp file for your map.
  7. Could you add #include "ps/ConfigDB.h" #include "scripting/ScriptingHost.h" at the beginning and new ScriptingHost; new CConfigDB; before every CSimulation2 sim(NULL, &m_Terrain); line in source/simulation2/tests/test_Simulation2.h? If that fixes this problem, but others of the same kind appear would you please apply the changes to all those files and tell me which ones you changed. I'm still not able to reproduce it, and I asked the maintainer of the Ubuntu ppa to test it but he couldn't reproduce it on 13.04. (And the ppa build succeeded so it builds and runs the tests just fine on all supported Ubuntu versions)
  8. I had the same problem since 12930, so I committed 12940. I seems strange that you still get such errors as I can't reproduce them locally. If the problem persists could you post the backtrace (type 'bt full' in the gdb prompt). EDIT: I'm now doing a clean rebuild to check if I can reproduce it. EDIT 2: No, I can't reproduce this with r12941 even with a clean rebuild.
  9. Ctrl+W, Ctrl+S and maybe ticking the camera restrictions box in the developer overlay (Alt+D). Also see the Hotkeys page in the manual
  10. I tried to reproduce this by following your steps, but I had no luck.
  11. Welcome to our forum! See #21, #1174 and #1581. #1017 Have you tried pressing Ctrl+N (with N being in a number 0 - 9) (as noted in the manual) This should be fixed in the SVN version by introducing a slaughter attack to kill domestic animals (revision 12705), but thanks for the notice. We considered this feature, but it was dropped (at least for part 1) as it doesn't add much to the gameplay and would require some work that would best be used elsewhere. This has been discussed a lot (just check this forum), but if I remember correctly the new (not yet finished) pathfinder will drop the different movement speeds depending on terrain. I guess you mean barter, which lets you exchange resources at a rate. Build a market and check the buttons on the left GUI panel. A campaign is planned, but those appearing in part 1 will most likely be strategic campaigns (a bit like the Total War series). Narrated campaigns have been dropped (see link above). I don't think I have read that one yet, I think you should expand that idea to get some discussion started on it. Thanks for your feedback. (I seriously wonder what course requires you to do this.)
  12. Yes it is Nice job! (That was one of my favorite shots of 0 A.D.) I moved it there. Ludo: Also you should probably replace the celt shot in the horizontally tiled picture (as the walls and (one) fortress have been replaced and look much better now).
  13. I guess you are compiling alpha 11, so you should pass --without-fam to update-workspaces.sh. (This was a minor issue fixed shortly after the release, as fam was disabled by default in alpha 11 and replaced by inotify (which is in the kernel))
  14. I'll review it this weekend, but from a quick look (assuming it works as advertised) it doesn't look to bad.
  15. Ah I thought it could have been bad luck with trying to register while trac ate the credential file. (Nice to know though)
  16. Could you try it again? We've had some problems with trac recently, but it should work now. Otherwise you could attach the patch to a forum post (see 'More Reply Options').
  17. As I said above the formation change order isn't covered by that patch. I assume the best place to start fixing this is still Commands.js (see above). I assume (and I'm pretty sure that assumption is true as I don't believe that anyone has changed that code a lot since I last fixed at smaller problem with that a while back) that the issue with changing the formation is that the units get stuck in the MoveIntoFormation state (the actual name may differ) and they don't leave that state. You can check the current UnitAI state of a unit with the "Display selection state" option in the developer overlay ingame (Alt-D)
  18. Just tested with alpha 11 to be sure, but you're misremembering that one. The insufficient resources are updated, but the total amount isn't displayed. I think the current amount should be displayed additionally to the cost of one unit, but the tooltips are already quite full.
  19. Argh. (because I added a patch for review by another dev for most of those TODOs today) See ticket #1716 for the patch and some thoughts. Formations are pretty much in need of a nearly complete overhaul, as units should go into a column formation automatically when moving and formations like testudo or phalanx should have some bonuses. In the new formation system units shouldn't execute tasks on their own if they are in a formation (like the Total War games). #1624 could still be fixed now, if I haven't discouraged you. I believe the best starting place for this ticket would be helpers/Commands.js in the "formation" case. Adding a statement (to continue the execution of the order prior to changing the formation) after cmpFormation.MoveMembersIntoFormation(true); seems reasonable. If you want to do something else you could give #997 a try (just using domestic animals as a start). Also if you have got any questions join #0ad-dev on QuakeNet.
  20. The code is there. Change the icon as you see fit.
  21. Take a look at FaceTowardsTarget in UnitAI.js (though you should only need to get the target's position and pass it to some yet to be written function) (The code from gudo is pretty much all you need to do in UnitAI.js (maybe I'll post my own version of that later, but it doesn't really differ)) Some other files to look at: CCmpPosition.cpp and CCmpUnitMotion.cpp (just to see how the unit is rotated), CCmpVisualActor.cpp (where I'd probably try to add the function from above), and Model, Unit, UnitAnimation and some of the Skeleton* files (the last ones in source/graphics, the CCmp ones in source/simulation2/components)
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