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FeXoR

WFG Retired
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Posts posted by FeXoR

  1. - «The Britons and Gauls are the antithesis of the rigid organisation of Rome.» : Completely false. This makes them look like unorganized savage. They were very organised and civilised.

    Indeed I think they where organized in a much different way other cultures where. Their leaders formed alliances and partnerships in trade, warfare and exchange of technology and there upraising depended much more on skill then on ancestry compared to other cultures. Their religion was not as uniform as it seams natural to us now. There where many cults and circles that could be called epistemic communities with different forms of believe, not necessarily having a personalized god to pray to and many different gods 'known'. So the 'celts' didn't in fact act all together like the romans with their centralized hierarchic structure. and so could be called 'unorganized'. This wasn't necessarily a bad thing, though. In history they at least managed to upraise again 800 years later as they took part in forming the later vikings with similar social structures. Today flat hirarchical structures, due to the high amount of wealth and social stability, are quite successful as can be seen in open source projects in general and this project specifically.

  2. New version with wall tower's 'drop points' inside the fortress.

    This version no longer grants starting resources (I don't think mines/trees/bushes inside fortresses are realistic).

    I will add food supplies like chicken in later versions though.

    wall_builder_pack2012-3-15.zip

    post-14196-0-11538100-1331810909_thumb.j

    IMO iber walls, wall towers and wall gates have to be remodeled. This would enable the usage of wall towers instead of defense towers and so avoid the upkeep gain.

    If celt walls/wall towers would be redone also that would make civ specific fortress types unnecessary.

    ToDo:

    - Add 'cornerInHalf' and 'cornerOutHalf' wall element types with bending of PI/4 (45°). (Especially for celt gates to look better.)

    - Add 'placeWallToTarget' capability.

    - Add circular wall capability.

    - Add 'romanSiege' style.

    - Add 'fence' style.

    - Add 'road' style.

    This is looking and working really well FeXoR. Great stuff (y)

    Thanks! And to you Wijitmaker :thank_you2:

  3. Some scenarios still have [civ]_scout_tower instead of [civ]_defense_tower. This should be fixed for the alpha 9 release I think

    I don't know how to fix that but I would do it of someone told me how to convert the .xml files to .pmp files if that is possible.

    Until then here's a list of maps to fix:

    - Savanna Ravine

    - Sicilia

    - Territory Demo

  4. A two click mode makes the standard case more difficult. I am strongly opposed to the idea.

    Me too.

    Perhaps something like that could become an option in a player setup later in development.

    I think some things like setting default stances and formations require some sort of player setup anyway.

  5. I think the scout looks better in front of the civil center with the females on the one side and the infantry on the other.

    I don't seam to able to upload a screen-shot (Why? How? In other posts it worked?)

    However I think it's understandable what I describe.

    Edit: Here's the screenshot:

    post-14196-0-35358900-1331658348_thumb.j

    The code for that could look similar to:

    // Place starting entities
    placeObject(x, z, startEntities[0].Template, i+1, buildAngle);
    for (var typeIndex = 1; typeIndex < startEntities.length; typeIndex++)
    {
    var numUnits = (startEntities[typeIndex].Count !== undefined ? startEntities[typeIndex].Count : 1);
    for (var unitIndex = 0; unitIndex < numUnits; unitIndex++)
    {
    placeX = x + Math.pow(-1, typeIndex-1) * (3 + round(numUnits/2 + 1/4) - unitIndex);
    placeZ = z + Math.pow(-1, round(typeIndex/2 - 1/4)) * (4 - round(numUnits/2 - 1/4) + unitIndex);
    placeObject(placeX, placeZ, startEntities[typeIndex].Template, i+1, buildAngle);
    };
    };

  6. OK. It worked in the command line:

    cd C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC
    vcvarsall.bat
    set WXWIN="C:\Users\fexor\dat\libs\wxWidgets\wxWidgets-2.9.3"
    cd C:\Users\fexor\dat\libs\wxWidgets\wxWidgets-2.9.3\build\msw
    nmake -f makefile.vc UNICODE=1 BUILD="debug"
    nmake -f makefile.vc UNICODE=1 BUILD="release"

    Atlas now runs (build in the gui).

    Still this problem is strange since not many ppl seam to have it.

    Plz let me know if any other solution is found.

    Maybe someone more into this should look this through and update the README.txt for the use of wxWidgets-2.9.3.

  7. You got the same error when opening the 2.9 project in VC++ 2010?

    I hadn't but installed now. Still the same even after reboot.

    Tryed the exe and build in 'C:\wxWidgets-2.9.3', still the same.

    I updated the system information in the OP.

    Perhaps I always try to compile for 64 bit but when trying to install VC++ 10 SP1 it sais: 'Microsoft Visual C++ Compilers 2010 Standard x86 - 10.0.40219'

    And in /docs/msw.install.txt it reads: 'Visual C++ Express Edition does not include 64-bit compilers.'

    And I found this: 'If you didn't use the installer, it is highly recommended that you do so by hand. You will need to setup WXWIN to the full location where you installed wxWidgets to (e.g. C:\wx\wx288).'

    Trying to reinstall wxWidgets-2.9.3 and compile in the installation dir... Still the same.

    I found a page descrybing the same problem but no solution was found: forums.wxwidgets.org

    Found 'In the 2010 edition, converting vanilla wxWidgets projects from .dsw to .vcxproj format is an operation that fails.'. Trying the solution found at coderomp ...

    Should I used SHARED = 0 or 1???

  8. On the other hand if you're just changing from one formation to another you could still want them to continue walking to the destination. :unsure:

    Exactly! I would want that for sure!

    In general I am the 'I am user, I am Boss! And an order is an order so follow it even if you die trying' type.

    So I'm not much a friend of formations or any type of 'glue units' option. Even in warcraft III, where it was handled quite well, I rarely turned it on.

    Same with stances. If you can't set a preset stance for all units, or all units of a type, by default but the game designers do, it's sure there will be players disagreeing with the default. And if you do allow the players to set default stances for all units (or all units of a type) there will be more options and some players might go 'ARGH! So many stuff! That's to complex, I don't play this game...'. I can only beg you: Look how units act in warcraft III. That's perfect in 9 of 10 cases, at least. And if it's not player have to micromanage there units, like a general keeps his soldiers in place. If you want to have stances, ok. But don't set different stances to different units as unchangeable default.

    Same with minimum range or fixed time of flight for projectiles (like in Empire Earth for archers), at least for archers. The velocity of an arrow is highest when it leaves the bow (if not considering hills). So the minimum distance for an archer is his arm length plus the length of the arrow. That's not so far. And a javelin type soldier wouldn't run when an enemy comes near, cause he would leave his back open for an attack. He would try to kill the enemy first. Only mechanical units should have a minimum range in my opinion.

    All these things disturb the player interference with the units and make the units not act like the player commanded. And I don't like that. And by the way, if you didn't follow an order in that time, you might be killed by your superior as far as I know.

    But I'm quite sure there are other opinions ;)

  9. They only occur for me at the beginning of placement.

    I got a ATI Radeon Xpress 1200.

    It seams to me it is because the objects are loaded more slowly.

    But since it occurred in the same revision (11291) the game did run much more smoothly, I think it's because the objects are loaded more dynamically.

    Before this revision I simply used the alpha8 and it didn't happen there..

    I installed a new driver, too, but it still doesn't happen in alpha8 for me.

    For me the gray shape disappears after a few seconds.

  10. When I follow the instructions in the 0ad svn for building wxWidgets (libraries\wxwidgets\README.txt) it comes to the point 'Agree to convert all projects'.

    I checked 'Do this for all similar cases during this conversion session.' and agreed to 'Convert and open this project?'.

    Microsoft Visual C++ 2010 Express then asks me:

    "The project file 'C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_wxregex.dsp' cannot be loaded. Do you want to remove the unloadable project from the solution?"

    That occurs for all projects it seams. I always disagreed.

    Here's the output:

    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_wxregex.dsp : error  : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_wxzlib.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_wxpng.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_wxjpeg.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_wxtiff.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_wxexpat.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_base.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_net.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_core.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_adv.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_media.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_odbc.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_dbgrid.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_html.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_qa.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_xml.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_xrc.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_aui.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_richtext.dsp : error : Project upgrade failed.
    C:\Users\fexor\dat\wintools\wxWidgets\wxMSW-2.8.12\build\msw\wx_gl.dsp : error : Project upgrade failed.

    What did I do wrong?

    Additional information:

    - Windows Vista Home Premium (6.0, Build 6002) Longhorn 64Bit

    - Microsoft Visual C++ 2005, 2008 and 2010 Express (Can't use any other then 2010 to compile or don't know how)

    -- About says:

    -- Microsoft Visual C++ 01013-532-2002287-70468

    -- Hotfix for Microsoft Visual C++ Express - ENU (KB2542054)

    -- Microsoft Visual C++ 2010 Express - ENU Service Pack 1 (KB983509)

    - C:\Users\fexor\dat is the mount point of an NTFS partition, so it's not really 'C:'

  11. I build the latest version (11291) and I have a mouse cursor that is simply a black square.

    Indeed it was like that with all versions I played (alpha 7 and 8).

    I thought it was just missing and would be developed, but as it's still missing and I didn't find a corresponding post I thought I'd file a bug report.

    I run the game on a up to date version of windows vista longhorn home premium.

    I never saw such things happen in other games so I don't think it's an exclusive problem of mine.

    Can't make a screen shot. It's just a black picture.

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