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zoot

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Everything posted by zoot

  1. zoot

    Licenses

    Not sure what you mean by that, but my point was more that the LICENSE.txt suggests that the team has previously wanted to be able release everything under CC-BY-SA 3.0 (which IMO would be nice, but perhaps not strictly necessary). Releasing art under multiple licenses would require a change of that strategy (that the relevant people would need to agree to).
  2. zoot

    Licenses

    You're absolutely right, there is no issue in that. However, art/LICENSE.txt states: So if the strategy you are proposing is pursued, at least that bit of legalese needs to be revised.
  3. Yeah, cutscenes would be cool if anyone ever gets around to making something even remotely resembling a single player campaign.
  4. Shouldn't it be double-clicking for this icon too, then?
  5. Tyrian purple? If you can get a whole palette together, with sources, it will be easier for people to evaluate if it will work.
  6. Thanks. I wonder if the simulation rewrite introduced the message passing system? (This 3 years old edit would suggest that it did.) That might explain why events were dropped - the message passing system superseded the old events system. However, I'm still clueless as to how entities are coupled to game logic (like "if an arrow hits you, lose health") or even where that logic is defined/coded. Edit: This is vaguely beginning to make sense At least part of the logic is defined here.
  7. What is the purpose of following units that was selected this way? What does the player gain from it that he would not gain if the unit was selected e.g. via control groups?
  8. Compared to selecting a unit(s) in any other way that I know of (single-clicking, double-clicking, band-boxing, control group, etc.)
  9. Yeah, I wonder if it had been spec mapped like that or if is actually the normal mapping that is doing it?
  10. Apparently, it has once been possible to attach scripted event handlers to entity "templates" quite like described above. However, looking through the current templates (e.g. this one), I see no trace of these <Script> and <Event> tags described in the old XML.Entity page. Does anyone know what has happened with this functionality? Obviously, there must still be some way to specify the behavior of the various objects in the game (like buildings and units).
  11. zoot

    AI scripts

    http://svn.wildfireg...nents/UnitAI.js For bots: http://svn.wildfireg.../simulation/ai/
  12. EA (vade retro satana ) has apparently released the source code for the WebKit derived layout engine they used for parts of the UI in the console game Skate 3. Presumably, they have cut out a lot of the crap that comes with vanilla WebKit. Edit: This slide deck describe how they did it. Apparently, the main disadvantages they found were worse visual quality and memory consumption. Edit2: If anyone wants to push for using HTML/CSS in the game, I suggest they make a helluva proof-of-concept first (to view in ordinary web browsers) to show that it actually can do what we need. Edit3: Updated link.
  13. Next suggestion: IMO it would be helpful if there was some indication in the main UI that you have idle workers standing about (e.g. the find-idle-worker button could blink softly or some such).
  14. Yeah, it would require some sound-savvy person to 'compress' (in time) the track to get it any better, I think.
  15. Needlessly complex. You won't want to have to navigate a slider UI in the middle of a war.
  16. That just highlights the need for a modern UI engine. To do something like that, you'll want to be able to update the UI dynamically to reflect the game state.
  17. Just came across this in a page Myconid linked to: using a normal map that is larger than the terrain heightmap to 'fake' the appearance of higher resolution terrain. Without normal map: With normal map: In other words, if anyone is considering making terrain erosion scripts, they may as well consider making them output both a heightmap and a (higher resolution) normal map.
  18. Interesting. Seems the cost is the larger details in the texture, though.
  19. I guess it can. It just felt inconsistent when I tried it.
  20. When using the 'find idle worker' button, the camera follows the found unit when you move it. Is that working as intended? Why make a difference for units found this way?
  21. Myconid, how hard does this look to you? Specifically the technique described in the GPU Gems article?
  22. For the convenience of people searching the forum, blending discussion belongs here.
  23. Apparently, there is a whole branch of math about it. There is a GPU Gems article about its application in graphics here. This example image from the article is apparently based on Wang tiling:
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