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zoot

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Everything posted by zoot

  1. The release download (e.g. alpha 11) is not updated in between releases. However, SVN is: http://trac.wildfiregames.com/wiki/BuildInstructions Since you are on Ubuntu, you can also use the PPA: https://launchpad.net/~wfg/+archive/0ad.dev
  2. Is it a full port to C# or a wrapper around the C++ somehow? A full mirror of the original code base would seem awfully cumbersome to keep in sync.
  3. IMO, it would be messy if some buildings flatten terrain and others does not. What makes foundations look bad on the Greek market? If it is because it looks too artificial, could the foundation be made to look more like an organic rock or something?
  4. Not to be impossible to please or anything, but is it possible to make the volume just slightly reduced at max zoom out and slightly increased at max zoom in? Like quantumstate, I sometimes need to play at max zoom out and want to be able to hear the audio cues there, but on the other hand, a slight fall-off helps create a more immersive experience.
  5. I don't think a lot of agonizing will be needed, we have some good ideas in this thread for how battle vs. peace should be defined. stwf, how do you recommend the BattleDetection component should trigger the sound manager to play a different track? Is there a particular function to use? Also, which function should be used for playing attack notifications?
  6. Converting to WAV makes no difference if it was recorded in MP4.
  7. Yeah, possibly. I'll try and see how far I can get with a non-FSM design.
  8. Alright. Here is the 'skeleton' of the state machine I intend to use: https://github.com/z...ffae749d150c6d2 How do I get it wired up so exactly one entity with this component is created when the game session begins? Also, what is the preferred way for it to interact with the sound manager to trigger playback of peace/war music and notification sounds?
  9. I'm considering doing some work on this. Would it be a good idea to do it as a separate component (BattleDetection.js or whatever) or should it go into an existing one?
  10. Scandinavia was going through the Iron Age around 0 A.D. I think there is plenty of literature, but as you say, it would be of limited interest due to their political/military insignificance at the time.
  11. I would not recommend 'hardcoding' this effect into the UVs. It will require lots of duplicate work putting it into each and every rubble asset and similarly, if at a later point someone wants to change or disable the effect they have to alter each and every rubble asset. It must be possible to make a simple 'fade' effect in the renderer that is applied automatically to all rubble decals.
  12. I've never tried them but these are the ones I know of: http://www.freesound.org/ http://soundcloud.com/
  13. Maybe I am just confusing it with the 'Insufficient resources' line which does update when holding down Shift.
  14. IIRC, the tooltips of training icons used to show the total cost of training a 'batch' of units when holding down Shift. Is there any reason this feature has been dropped? (Or am I remembering wrong and it never did that in the first place?) Edit: Marked invalid in title.
  15. I am not sure what the status of this is, but if I enable "Use actual depth" the FPS drops pretty badly from 30-70 fps on some maps to 7 FPS.
  16. Yes. Or if that doesn't work, .txt. Edit: Didn't see you had already posted it.
  17. I personally like that better than the 'plain' one with no substructure
  18. Oh, the projectile attach point is defined in the model. I see.
  19. Recoil seems suited for doing with ordinary animation because it doesn't depend on any simulation parameters. Rotation is dependent on the position of the target, so it needs a bit of extra logic. Not quite sure how to 'attack' it yet. My concept of entities etc. isn't strong enough that I can tell where it would be natural to add this.
  20. Ah, true. But isn't that a separate case from turrets / turning siege weapons? It seems a bit painful to have to create a rotation animation for each axis for every turret you want to add (and in a modern warfare game you'll probably want quite a few turrets) when the engine can do it on the fly. Seems there are really two problems: rotating the projectile attachpoint and rotating/twisting the actual mesh. The former problem can probably be solved with a shared solution. The latter problem can be solved either by rotating the mesh directly or by cueing an animation somehow, like you suggest.
  21. Since each prop is a separate mesh, the engine or renderer must have some concept of its rotation. Would it be that bad/hard to have a function doing something like gudo suggested? Perhaps more like: this.PropFaceTowardsTarget(prop_id, this.order.data.target);
  22. Limited beta begins today, will expand in the future: http://store.steampowered.com/news/9289/ An interesting side effect of Valve's efforts is that NVIDIA has been able to double the performance of their proprietary graphics drivers for Linux, which should also be of benefit to 0 A.D. players: http://nvidianews.nvidia.com/Releases/NVIDIA-Delivers-Massive-Performance-Boost-to-Linux-Gaming-8ac.aspx
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