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zoot

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Everything posted by zoot

  1. You shouldn't download from that site directly. Search for 0 A.D. in the Ubuntu Software Center.
  2. From the wiki article: "Unlike most GPL software, the kernel is licensed only under GPLv2 without the wording "or, at your option, any later version", therefore the agreement of all copyright holders would be required to relicense under a new version." As you state, this is not the case for 0 A.D.
  3. Actually, I missed the 'shallow clone' part in the above. It would probably be necessary to do something like this: http://bugsquash.blogspot.com/2010/11/shallow-submodules-in-git.html?m=1
  4. I've made a demo setup to show off the viability of the configuration described above. These are the repositories: code: https://github.com/zootzoot/demo-code data: https://github.com/zootzoot/demo-data binaries: https://github.com/z...t/demo-binaries programmers: https://github.com/z...emo-programmers artists: https://github.com/z...ot/demo-artists The big attraction, of course, is the artists repo. This is how much space an updated binary takes up, uncompressed, in this setup: 255 bytes (compared to a few megabytes in SVN). After ten years of daily builds, that's still just 255 bytes * 365 * 10 = 930750 bytes or 0.88 megabytes, uncompressed. (But do check my math, lol )
  5. I don't think it would be worth the trouble - the 'code' will be broken and published in no time.
  6. People are already reporting problems due to the size of the current maps, so I don't think making them even bigger is a good idea.
  7. zoot

    UI tweaks

    Yeah, but that isn't really helpful for the case where your units seem to be moving in the right direction, but then decide to take a wrong turn into the enemy's base somewhere down the line. But the 'waypoint lines' should help quite a bit with that.
  8. I have a 'sandbox' here (attached) for anyone who wants to give debugging what may or may not be the same issue a shot: There's about three kinds of movement repeatedly going on in this scene: - Units that decide to go somewhere else, like attacking an enemy base (not interesting). - Units that are trying to gather from the tree they can't reach. - Units that weirdly move, apparently empty-handed, towards the Mill, touch it, and then resume their attempt to reach the tree. quicksave-0087.0adsave.zip
  9. That's what I would try too, lol But from what I gather, they can probably get away with removing the latter part so it would become just, say: "© 200?-2012 Wildfire Games - Buy cheap at ivanscheapgames.ru" But still better than nothing, I suppose.
  10. Very classy, IMO, especially if it would be light on text. No reason we can't have several designs, of course. The 'staredown' was used on the boxes of the original Warcraft, though, so it might seem a bit cliché to RTS fanatics:
  11. I've taken this idea up on the debian-legal mailing list. In short, to be included in major Linux distributions like Debian, our software (including art) needs to grant users a certain amount of freedom to do with it what they want. The people on debian-legal couldn't come up with a really compelling reason that a clause like the above would be too restrictive, but they weren't positive about it either. This leads me to believe that adding such a restriction on the off-chance that we might bust a petty eBay vendor or two with it probably isn't worth the trouble. Instead they suggested we add a copyright notice in-game (we don't seem to have one currently), because the GPL forbids redistributors from removing them (CC-BY-SA seems to have a similar requirement). This should make it easier for buyers to discover whether they've 'been had' so they can downrate the seller on eBay etc.
  12. They should get themselves some parallax. Windows that have been spraypainted on are soo last alpha.
  13. As you probably know, it often takes a highly trained skirmisher ~10 throws of his spear to hit a defenseless sheep. Shouldn't this be considered a bug? Is there any intention to have it fixed? Perhaps all entities that can be hit could have a 'Defense' stat controlling how easy (or how hard) they are to hit?
  14. Where are these keywords stored and how are they usually accessed?
  15. zoot

    UI tweaks

    Not necessarily, that's a separate logic (they pick the tree closest to last one they chopped down). That particular issue should probably be fixed in the bot while human players should be wise enough to keep their workers away from enemy territory. The issue with the pathfinding, though, is that if you have (manually) tasked your workers to, say, begin chopping down a group of trees you've spotted on the other side of the map, they may decide to take a path right through the enemy's defenses if that path is shorter (distance-wise), with no care for the fact that that will probably get them killed before they even reach the destination. The problem will be less pronounced when we have 'waypoint lines' showing which path a given unit will take, though.
  16. zoot

    UI tweaks

    What does everyone think about feneur's suggestion/non-commital idea here about letting a unit's stance influence how conservative a route it takes towards its destination? Worth doing?
  17. WTF? Coming through you? That's one of the most unsettling bug reports I've read in a while. I've occasionally seen lances fly towards the camera too, though, but I am not sure if it's a bug...
  18. Looks wonder-ful Apart from the hanging plants, which I can't even imagine how was done (look very voluminous, at least in this render), I like how the geometry isn't rectangular and flat, it actually bends inwards in some places.
  19. Not sure why you would wait anyway. The textures are updated automatically, not baked into the map somehow.
  20. Some of those lines look conspicously tautological ("if use specular, then use specular".) IMO the CFG stuff should not be written into the materials. If the user has disabled AO, then AO should be disabled across the board on all materials. If anything, it could go into the lower-level effects XML.
  21. I suggest turning particles off on building previews, because they suggest the building is in use (which a preview shouldn't be) and it looks weird when the preview is cancelled and the smoke remains. I also suggest turning off the decals on the previews because they aren't really part of the building.
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