zoot
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Everything posted by zoot
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Not much point trying to get it in for alpha 13 anyway People may not agree with the general approach in which case substantial rewrites might be required.
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I mean the one used when clicking an entity. If I click in the area around the 'door' of the tower in the screenshot above, the palm is counter-intuitively selected because the game 'thinks' it is standing upright.
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Yeah, I'll just create a ticket after Git migration. Then I'm better 'armed' to deal with feedback and possibly add Atlas support etc.
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The tree is lying down, but its bounding box is not.
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There is an implementation of triggers here: http://www.wildfiregames.com/forum/index.php?showtopic=16887&st=60&p=259762entry259762 It just requires someone to review it. I won't bother with any large-scale integration work before the project moves to Git, though.
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Programmer looking to contribute
zoot replied to vromanowski's topic in Applications and Contributions
I only use the Github mirror now and I get by fine. The only problem is that it currently is manually updated, so sometimes it takes several days before the Git repo is synced with the SVN repo. -
As far as syncing animations goes, there is some kind of support for that in the Visual component: ICmpVisual::SetAnimationSyncOffset ICmpVisual::SetAnimationSyncRepeat I have not used those functions before, but I imagine you could send a message from the "vampire" entity to the "victim" entity to tell it at which point in time the animations should be synced against.
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It's a valid concern. It would also be easier for modders and the like if there was one way to call common functions instead of three.
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Oh - fan wikis? Yeah, I guess most games have that.
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Yes. And I asked "which commercial".
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Really? Which commercial games have Wikis?
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Yeah, please do.
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Oh, nice. I wonder what those animations transition to, though. Maybe some generic pose.
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Any idea where this patch may reside? I only found this ticket, but no patch: http://trac.wildfiregames.com/ticket/1195
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Currently, transitions between animations are very sharp, like so: Would it be feasible to make smoother transitions, preferably without having to make a ton of new animations (one for each pair to transition between)? Perhaps with some IK?
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Handle some errors more gracefully
zoot replied to zoot's topic in Game Development & Technical Discussion
Ticket #1836: Misspelling a component name in the special/player.xml template causes segmentation fault -
At various points in the codebase, relatively minor errors in scripts and data files can cascade into quite spectacular crashes. For instance, misspelling a component name by a single letter in the special/player.xml template causes the game to undergo an all-out segmentation fault. For moddability and general robustness, it would IMO be nice to try and clean up some of these error cases and deal with them in a slightly less dramatic way. I'll create a ticket for every such crash I identify and post a link to it in this thread.
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Javascript is approaching native speeds nowadays, it isn't too slow. However, algorithms that require a lot of juice (like pathfinding) are implemented in C++.
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FeXoR has been clamoring for a way to access things such as template data from RMGEN for a while: http://www.wildfiregames.com/forum/index.php?showtopic=16242&st=120#entry262357 What is the recommended way to approach this? My suggestion would be to create some kind of 'manager' separately from the simulation and move functions which don't strictly require the simulation to be running out of simulation components and into this new 'shared functions' manager. Both RMGEN and simulation components would then invoke this manager when they require any of this shared functionality.
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I see. That worked fine too:
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I gave this a spin. It seems to work fine, though I weren't able to trigger any combat on either of the combat demo maps. (I believe those maps were bugged a few months back, which is probably when you branched off.)
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TheMista, suggestion: are you familiar with Git? http://learn.github.com/ The lowdown is that Git gives you a 'sandbox' where you can tweak unit parameters to your heart's content, without it interfering with (or being interfered by) other developer's work. If you want to test your new settings, you just push (upload) them to Github and ask others to check them out (download) from your repository. A nice side benefit of this is that it might help make more people familiar with Git.
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Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
zoot replied to Mythos_Ruler's topic in Official tasks
The artists should have full freedom to do their best within the scope of 0 A.D. If we pile on all sorts of secondary goals, the concept gets diluted.