Jump to content

leper

WFG Retired
  • Posts

    1.290
  • Joined

  • Last visited

  • Days Won

    30

Everything posted by leper

  1. Then you still need to figure out the boundaries and set those values (in the actor or entity xml). I don't think rotating the turret/gun/... sounds that bad, but how would you do something like recoil? Yes there are two problems, but I think getting a proof of concept for turret rotation would be a good start. Setting the projectile prop point can be done later, when we know where the gun is.
  2. wraitii: The projectile attachpoint maybe needs to be rotated too (or one could just put that at the same place as the rotation axis of the cannon). It will probably get a component but for firing at the target there isn't anything to be done. zoot: That function is needed anyways. Rotation is done by graphics/Model. I'm not saying that just setting rotation wouldn't work for turrets, but for cavalry archers it'd probably look bad.
  3. The rotation of the unit is coupled to cmpPosition so we would need to add a position component to the turret (as in two entities in one) and add code to UnitMotion and some more files just to keep both entities in lockstep. So that would mean adding more (in my opinion) code to the simulation side for a purely graphical effect. Using the animation system (which needs some improvements anyways (see gates)) and improving that can also be used for more stuff in the future (catapults on ships, parthian shot, etc.) gives us some more generic (read reusable) code that doesn't look like duct-taped to some components. One possible problem with the animation system approach could be having to animate props which is currently not possible. (Maybe someone who knows our animation system better than me could give us some input on this)
  4. Limiting the rotation shouldn't be a problem (The 360° animation is just to test how it works out). Rotating to a specific point would be done by just playing the animation to the point where the rotation angle fits to the target's location. The elevation angle can be done with another animation (relative to the first). Recoil should work the same. (The last two points will probably need some changes to the current animation system (see the ticket linked above), but the first point (turret rotation) should only require some small changes.)
  5. Just some input on the simulation side of things: Rotating the turret should be possible with a rotation animation and some of the enhancements described in ticket #1550. This shouldn't require a huge amount of work. (If using animated textures as proposed by Wijtmaker) Rotating the turret and changing the angle of the cannon could require some work (especially since we don't support playing two animations simultaneously or combined afaik). For implementing the first point a rotation animation (360°) would be needed.
  6. Somehow related: Ticket #1168 has a new patch file which corrects some typos. EDIT: Ben was faster
  7. No that was 12810. I have it fixed locally, but I have something else related to diplomacy to test and I will commit both later today. Thanks for reporting. EDIT: Fixed.
  8. You should only use `--with-system-component` switches if you have that package installed, without the switch the version included in our svn will be used (and I guess this is what you want). Our irc channels should be listed somewhere on trac but join us on #0ad-dev or #0ad on QuakeNet.
  9. Daniel: I edited your post as our IRC channels are on QuakeNet. Marc: Welcome, animators are what we need most so I'm looking forward to see your contributions.
  10. Regarding your applications as programmers I can't do much but point at those: The Wildfire Games Application Form topic which is pinned in this forum and I'd suggest reading the first paragraph. The GettingStartedProgrammers wiki page (linked from the first) which explains what you should do. I'd also suggest taking a look at the links zoot posted, and if you've got any further questions or you would like to ask someone join #0ad-dev on QuakeNet.
  11. Argh! Deiz beat me. It would be great if you would open a trac ticket for such issues.
  12. That's an easy fix (adding ', cmd.queued' to line 273 in Commands.js is all that is needed). Thanks for reporting, it should be fixed soon (after Alpha 11 is released).
  13. I have been working on diplomacy some time ago and something like AoK diplomacy is already working locally, but it could (and probably will) take quite some time to finish and enhance it.
  14. I'd say that the preferred format would be lossless files (so wavs should work just fine), those files would go into the audio svn so we can change the compression settings for the files used in the game if the file size is too big, there are some compression artifacts or something else. For naming something descriptive should work. Here are some examples and you should be able to find more in the svn audio folder (but I'm sure Pureon will be able to correct me if I'm wrong or provide you with better instructions ;-) ).
  15. To download the patch: Click on the link to the patch, scroll down to the bottom of the page and click on "Original format" (right below "Download in other Formats:"). Nearly all patches are attached to a relevant trac ticket. Not all of them will be included in alpha 11 as some still need some modifications or need to be reviewed by a developer first. The roadmap should give you an overview what is planned for what alpha, though this doesn't mean that something will be done or that everything that is being worked on is included in that list.
  16. Something like this is already planned and we have a patch (or rather two) for that at ticket #643.
  17. Casting spells should be possible (eg: firestorm at a specific place) those could be done with a different attack animation/projectile/... and splash damage. I believe Zaggy1024 was working on an attack ground feature and some of that could be reused. We already had teleporting , but that was a bug (see #1184). The only possible issue that could arise from teleporting was that projectiles would follow a teleported unit across the map, but is fixed by the new ranged attack code. Pet units/drones would probably need some coding to make it work. Summoning creatures can work just like the Athenian Marines (trained from a ship) or the immortals that are trained by a persian hero. There are probably some small modifications needed though. Shape shifting will probably reuse (or rather do the same) the same code that is already used for promotions. We also got flying units (Check out Flight Demo 2 that features some P-51s). The modding guide should give you some infomation where to start. EDIT: Alexander beat me.
  18. leper

    boost-signals

    That's the repository for Fedora 16 (with 0ad provided by us), but as noted on our wiki we don't support Fedora 17 yet. (probably due to some dependency and/or build problem, or because nobody checked the boxes for it) I'll try to get it enabled for Fedora 17.
  19. leper

    boost-signals

    What repo are you using? EDIT: pcpa's? http://pcpa.fedorapeople.org/
  20. leper

    boost-signals

    That means that 0ad needs a rebuild because the boost libraries were updated. So it would be best to notify the package maintainer (as far as I am aware we don't provide Fedora 17 packages on our own (yet)) that he should rebuild 0ad.
  21. We already have a function to detect/decide if we should snap to something (in GuiInterface.js). It could probably be extended (if needed) and with some additional code in gui/session/input.js we'd have snapping for more buildings. Snapping is already used for wall construction. Maybe someone should create a ticket with the simple keyword for that?
  22. Do you really think that your phrasing is appropriate Almin? myconid will be included in the credits after some some of his code gets commited (to svn). To add something constructive to this topic: Names: ryan827 - Ryan Davies mattlott - Matt Lott Add to Mapping: Yodaspirine (for the migration map (see http://www.wildfireg...showtopic=14990) and Azure Coast (probably some more)) SMST (migration map) NOXAS1 (migration map) Add to Programming: deebee - Deepak Anthony Deiz Add to Sound: DynamiteSoundBytes (actually three guys) EDIT: Erik was faster (and probably phrased it better than I did, but nonetheless I provided some more people to be included). EDIT2: Pureon also contributed a map.
  23. I have the same problem as Spahbod. &module=global%A7ion=login&do=logout in the url should probably be &module=global&action=login&do=logout. Changing it to this logs you out.
×
×
  • Create New...