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FeXoR

WFG Retired
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Everything posted by FeXoR

  1. Thx much for explaining I think those issues should be fixed soon. I already send a false patch to be reviewed because I couldn't see the false behavior in Atlas. I will try to remember to restart Atlas ofc. but it's not my work practice to close and reopen programs over and over again. At least it's an annoyance. Since i had problems with broken patches too I think I will work as follows: - Modify files in cache (if possible for all my desired changes) to be able to see the results in Atlas without reopening it until I'm done. - SVN update - Copy modified files to the SVN tree - Rename cache folder - Test - Generate patch - Revert SVN and delete all added files - Apply patch to see if everything works fine - Test - Send patch to be reviewed Will that likely lead to problems or will it work fine (until the real custom content folders are implemented ofc.)?
  2. What you are saying is similar to what Philip said in Ticket #631 and your previous answer agreeing with Ykkrosh in this post. Atlas Tricks (Page seams a little hidden for me) says %appdata%\0ad\cache\mods\public\maps\scenarios would be the default directory for saving maps in Atlas but it changed to %localappdata% as I stated in this post. The above is true for Alpha 9 (not sure about %localappdata% or %appdata%) but for the SVN version the default save path is \binaries\data\mods\public\map\scenarios in the SVN directory. Atlas and the game itself search for files in %localappdata% as well though (SVN version). Ticket #1145 sais it would be fixed but I cannot find out where in My Documents the files have to be placed (and so doubt that it works at all). It provides a link to this list and some other useful related stuff. Now I'm quite confused and don't understand: - Why you say %appdata%/0ad\cache\mods\public\maps is not the custom map folder though it behaves exactly like I would think a custom map folder would? - Why was it changed from %localappdata% to %appdata% (indicating it can be changed) but not to My Documents/0ad/maps as suggest in this list? - In witch way the virtual file system is broken and how you 'lost control' of the paths like said in this post? - Why is Ticket #1145 set to fixed though it doesn't appear to be fixed? BTW: It works for AI as well: %appdata%\0ad\cache\mods\public\simulation\ai
  3. Random maps are loaded from different paths in Atlas and the game itself. - The sub path '\binaries\data\mods\public\maps\random' in the svn directory - The custom content path '%localappdata%/0ad\cache\mods\public\maps\random' (for windows I'm working on) If I have atlas opened and edit a file in the custom map folder and then generate the map (again) the changes are applied. If I do the same in the svn path the changes are NOT applied. In some cases it raises an javascript error stating a syntax error in the last line of the file (no matter if something near the last line was modified). Atlas needs to be reloaded to see the changes.That should be the same for the game itself I think. I don't know if this is a known issue or how it works with Alpha 9. I'm using Vista (longhorn, home premium), tortoiseSVN and the current SVN version.
  4. I have nothing against any of the features and think they all are 'nice to have' and for most people they might have a well higher priority. For me the priority of them is not that high because they mainly effect the look of the game an (for me) less the feel of the game. I'm more concerned about easy to add existing custom content as I think it makes a game growing far beyond it's release quality (mainly variety) after it's published. For me that includes: - Scenarios: Implemented ok already. Custom map folder should be somewhere like 'my documents/my games/0ad/maps/scenarios' - Skirmish maps: see skirmish concept. Not implemented yet - Random maps: Implemented ok already, Custom map folder should be somewhere like 'my documents/my games/0ad/maps/random' - Triggers: Not planned before 0ad2 AFAIK. I still think they are important because they can have a big impact on how the game feels. - Entities: I'm not well into this... - Civilizations: As far as I know you have to change a lot of files to add further civilizations so far. Adding different civs from different designers/programmers is only possible by fusing code manually AFAIK. So for the average guy it seams not possible to add custom civilizations at all. - Player AIs: I don't know if there is a folder for custom AIs but anyway it's not that hard to add a custom AI. I think there should be a separated folder for that. And how easy it is to generate custom content ofc. But I don't think that is such a big problem since it's an open source game and should attract a community more into coding.
  5. Perhaps a tutorial video might be a mix. You don't have to read and everything is explained but since no in-game triggers are implemented yet it's much easier to provide.
  6. Hi and thanks for reviewing my stuff!

    Have a nice day ^^

  7. This guy is a little bit confused But he can laugh about himself like I could I'm out of breath x) The player is maybe not the highest competence regarding RTS games ^^ I didn't watch the hole video but some things he stated: - He wants a map preview for scenarios - He found it unusual that the basic citizens can't build barracks - He thinks hunting has to be made easier
  8. I'm not into this but I think that would be much work in texture art and coding for the uncommon case... If there is a simple solution though, why not
  9. THX, feneur. Philip has already talked to me in chat and made some comments. And I agree on having a 'finished release version' might speed things up. Maybe I just ran into exactly those parts of the game that are split from other parts of code (RMGEN/AI). I'll try to stay calm ^^
  10. Welcome to the 0AD forum. In the dev chat I could read: 'interesting thread btw: http://www.wildfireg...=0' ...and I'm not a team member. Your AI development sounds nice to me and I'm thinking of writing an own one, too. I'd appreciate to rip the heart off your AI when playing against it. I'm not the best player but usually have a 30/1 kill ratio against 2 AIs so it will do ^^ Optionally I'd like to run AI matches anyways. So if ready to use post it and I'd gladly test it.
  11. Are you using the alpha 9? In the actual SVN version there are yellow edges at the actual stance(s). So I think its fixed.
  12. Yes, another pathfinding and/or unitAI issue ^^ I wish the developer enough stamina to fix it all and good luck!
  13. I really thing the success of a game and the growth of a community around it highly depends on easy to generate/script - Maps (any kind: scenarios, random maps, ...) - In-game triggers that do something during game time - Units and buildings (look: models, skins, scale, animation, ... and stats: ) - Technologies (Availability, dependencies and generating new ones) But I noticed that for different parts of the game different APIs are written that often rebuilds the functionality of the core engine and/or each other again and again without getting close to provide all possible functionality. Of cause that makes it much more easy to modify things that are 'meant to be' changeable and to debug things but it prevents people from modifying other things that might prove awesome in the end but wasn't clearly seen to be useful or making sense in the beginning (witch is IMO normal for great innovative stuff). That results in more code and confusing different behavior in different parts of the game and a the lack of access to properties or functions that are implemented but not for any specific part of the game. For sure it is good to make common stuff easy to use but it's not good to make it difficult to change less common stuff. Perhaps functions that can get more fundamental information (for example about an entity in random maps or AI scripts) that may not be as easy to use but still grants access to various stuff already defined somewhere could be added. Changing the map during game time is already possible in Atlas but for some reason not in-game. With some timers added it might be at least a start to implement triggers if adapting this functionality in-game. As far as I know that isn't planned in the 'near' future (whatever that means). In Glest , an much simpler open source real time strategy game with 3D engine, 'factions' (like 'civilizations' in 0AD) can be designed by XML scripts that include buildings, units, techs and resources without viewing any other code (though the double reference sucks like a tech contains all units it effects and the unit contains all techs it is effected by). So all the sophisticated stuff is done in deeper layers of the game. It doesn't seam to me with code designed like it actually is in 0AD it will ever be possible to add custom civilizations without rewriting or at least changing large parts of the game (civs, entities, techs, RMGEN libs, AIs and maybe more). Warcraft III wasn't the best RTS I've ever played (for me it was AoE II + Conquerors) but it's success depended mainly of the all mighty map editor (worldedit) that included all functionality mentioned here (and full online documentation of all accessible pops and functions by added jass code inside the maps). The vast amount of easy to add custom content (indeed it was automatically downloaded when joining a game) kept the game 'new' up to this day (released 2002). The community is still huge though the majority plays custom maps like DotA rather than using the original game content like in melee maps. However, that made it mappers heaven BTW: The 'factions' was not defined directly at all. It simply depended on the starting units you had. In 0AD it seams to be a mix of both: There are civilizations defined but if you get your hands on an enemy worker you can build all their things as well. Seems redundant to me. I just think 0AD deserves to get really popular and stay it for a long time!
  14. I added a ticket: http://trac.wildfire...com/ticket/1311 That fixes the bug in the random map fortress: rm_fortress.jpg I also added a demo map as a code example for wall placement in random maps: rm_wall_demo.jpg
  15. After a total rewrite and many changes a screen-shot of the new wall_demo random map that should provide code examples of how to use wall_builder.js rmgen. Changes: - Added easy to use placeLinearWall(startX, startY, targetX, targetY) function. It can be set more accurate by optional arguments (wallPart, style, playerId, endWithFirst). - Added easy to use placeCircularWall(centerX, centerY, radius) function. It can be set more accurate by optional arguments (wallPart, style, playerId, orientation, maxAngle, angleOff). - Set everything up to the changed random map object placement. - Adjusted celtic and iberian walls. - Removed the wallTool class that held all the information. That means some functions take more arguments but most of them are optional. - Added and rewrote documentation. - Wrote a wall_demo random map as a code example for most cases the wall tool will likely be used.
  16. Hi and welcome. I like the idea of heaving a cover, too. I'm not the right person to ask for publishing or representative issues in general so don't take me to serious here. But since the game suppose to be historical correct I thought I'd add some comments: - 'In the spring of the world...': If 'world' means something like 'existence' or 'universe' it would correspond to the big bang and (as far as we know) that was about 13.75 billion years ago (If you prefer creationism it still was at least 2000 BC depending on culture and believe). If it means the planet 'earth' it was about 4.54 billion years ago. If it means 'homo sapiens' it was 200.000 years ago. If it means the first high culture it would still be 3000+ BC. -'...the dawn of history': Similar to the above. Historic records was found from 2000+ BC AFAIK. -'You must prove which civilization is the greatest of all.': What is 'proven' by playing a game? All civilizations in the game are history and gone so why 'is'? ...but I have to admit: it sounds nice
  17. For scenarios (simple maps), random maps scripts (random maps) and random map libraries (rmgen libs) this topic might help for windows but it's for the svn version. For alpha 9 just replace 'Local' with 'Roaming' in the paths starting with 'C:\' and replace [username] with your windows account name. To see the 'AppData' folder you have to turn on showing hidden files and folders in the windows explorer. I agree that it could be mentioned somewhere more obvious.
  18. To keep compatible with the svn version deep_forest2012-4-6.zip EDIT: A new version was added to the svn, thx quantumstate!
  19. The folder from which custom random maps and scenarios are loaded changed in a recent svn patch: Now it is (in windows) for - Scenarios: %localappdata%/0ad\cache\mods\public\maps\scenarios or C:\Users\[username]\AppData\Local\0ad\cache\mods\public\maps\scenarios - Random map scripts %localappdata%/0ad\cache\mods\public\maps\random or C:\Users\[username]\AppData\Local\0ad\cache\mods\public\maps\random - Random map script librarys %localappdata%/0ad\cache\mods\public\maps\random\rmgen or C:\Users\[username]\AppData\Local\0ad\cache\mods\public\maps\random\rmgen Some files of the folder "C:\Users\[username]\AppData\Roaming\0ad" are not longer of any use and can be deleted though it is not done by default. The log directory changed from 'roaming' to 'local' too for example... This is for sure better than risk deleting custom content but I would like to know which files/folders are no longer needed (so I can delete them manually) I found it nowhere in the forum so I thought I'd tell it here...
  20. You don't need the ships fully manned. The firepower doesn't depend on men in it (yet?) as far as I know. That means they only take 10 population.
  21. Welcome to the 0ad forum. Your report seams to be the known issue posted in this topic as it says: 'Lag The game does not run as fast as we would like. Late in the game you will probably experience some lag, this is caused by a mixture of things, AI and pathfinding are big ones. One thing that can be helpful is giving us the profiler information, if you hit Shift-F11 this will be dumped into a file (location given at the top of the screen), the contents of which are useful for working out where the lag is coming from so please upload.' Maybe more hardware related information will be posted by other's more into it. As fare as I know multi core threading is not widely available throughout the games functionality.
  22. You mean the 'normal' wall, the siege wall or the non-civ-specific palisades? Romans in the wall tool has the normal wall that is quite the same as for carthagians, helenes and persians. I don't really know what you mean by 'system of tramps'. Falling debris damaging the units around? I should improve my english x)
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