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zoot

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Everything posted by zoot

  1. Darn IMO, file a ticket for this. It's a feature that ought to be there.
  2. Department leads don't decide what gets implemented - you do. The only way to get this in is by beginning working on it yourself.
  3. If a civ center rally point is set in a chicken 'corpse', workers trained from the civ center will not begin gathering food from the corpse as they will if the rally point is set on other food resources:
  4. I saw you just opened a ticket for this. It is actually already mentioned in #21.
  5. This is an error that has just popped up just recently: Apparently it happens just after loading (any) savegame. It also renders buttons in the building UI unusable. I can attach savegame if need be. Edit: Actually, it doesn't seem to happen with new savegames, so I assume it is just a transitional issue due to some architectural change?
  6. Instead of filling the release with all sorts of content that depart from the main idea of the game, there could be some kind of 'mod browser' that would contact Wildfire Games servers and get an updated list of available mods. Clicking 'Download' on one of the mods in the browser would then cause the mod to be downloaded and installed.
  7. I get: ERROR: Failed to compile shader 'shaders/glsl/minimap.vs': 0:22(8): error: type mismatch ERROR: Failed to compile shader 'shaders/glsl/minimap.vs': 0:22(8): error: type mismatch
  8. Thanks, I'll try that. I tried to follow the indentation style already used in the respective files, but it's quite possible I botched it. I see your point, however I assume whoever (quantumstate?) decided to add the "requirementsTooltip" property to technology templates instead of doing something like you suggest did so for a reason? (... Or they were just lazy, that's also a possibility.)
  9. That's certaintly possible, though the heading may be a bit on the geeky side? Here is another option: The artist/tech designer can choose to e.g. use a red font for the "x more" part to have it stand out more, as Brynn requested. techtiphack2.diff
  10. Yes, it's the same issue. After a period of lag, the engine attempts to compensate by speeding up the simulation. That the game only uses half of the power of a core can be due to bottlenecks (e.g. waiting for disk or memory access).
  11. That's an issue I've been having under GLSL. Myconid says it may be due to the minimap renderer using some ancient OpenGL commands.
  12. My intention here was just to get the basic "counter" feature in place. It should be easy enough to merge some of the text and remove those extraneous line breaks etc.
  13. You make it sound as if there is some kind of trade-off. These effects were something Myconid decided to add before even joining the team. Him working on that doesn't somehow magically prevent the rest of the team from working on optimization.
  14. Daym. Is that HDR, or did you go to Persia to get those shots? Looks very interesting/realistic. (BTW, though SSAO was one of the first effects Myconid posted about, what will actually be used/seen in the game is "real" AO, due to it creating less artifacts than SSAO. SSAO is basically a hack to simulate AO.)
  15. I've made a little hack (attached) to show unmet requirements in the tooltips of research icons: Please feel free to use/modify it as you see fit. techtiphack.diff
  16. Indeed. For a planet that's supposed to be dead, there's still a lot going on.
  17. Cool piccy from Mars: This is the base of Mount Sharp, the 5.5 km high mountain which the Curiosity rover will be climbing over the next couple of years.
  18. I wonder if this wouldn't be relatively easy for someone like Myconid to do if only the right libraries were available: Over here, BrynnOfCastlegate reported that screen-recorded fighting scenes look, quote, "awful" on video due to the frame rate dropping when a lot of stuff is going on - not great for a game whose essence is fighting. Solution: Don't do screen-recording. Instead have the renderer dump frames at a rate fixed relative to sim-time. Apparently, there is already some code for recording video in Atlas, but it has a legally questionable dependency. Instead I propose using the free WebM format, which is supported by YouTube and a number of browsers. If users need the video in another format, they can convert it without legal ramifications for 0 A.D. WebM video can be encoded with this API of the libvpx library. Any interest in having this added to the build? In my view, it would it make easier for anyone to make nice "let's plays", and in the future it could be used for cool things like automatically uploading a video of the match you just played to YouTube (and from there on to Twitter etc.)
  19. Right. I guess the worst thing that can happen is that it comes up during playtesting and someone can complain about it.
  20. What happens in the case where the number does exceed 12, though? If a Carthaginian garrisons 20 different units in a ship, will some of the units be 'hidden' in the garrison UI?
  21. It's on all the actors named *_slabs.xml in art/actors/geology. They use the basic_spec.xml material.
  22. I believe/would hope that ships can garrison non-infantry as well.
  23. I get a strange shimmering artifact on the base of this metal mine rock:
  24. On the scenario map "Massacre of Delphi", a huge regiment of qBot's units ends up hanging around the tavern in the northeastern corner of the map (probably because there is treasure 'inside' it):
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