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zoot

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Everything posted by zoot

  1. I wonder why the boats haven't just been displaced downwards? There seems to be plenty of space between the deck and the water surface. As long as the deck is above the water level, it ought to look fine.
  2. Definitely good to see the overembellished frames go. There seem to be a symmetry issue though, with the decoration on the right side "sticking out" more than the ones on the left side. I prefer the ones sticking out less. Edit: Actually, to be exact, I like the top-left one and the bottom-right one. If you mirror those, there should be a full set.
  3. 0 A.D. art is licensed under CC BY-SA: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/art/LICENSE.txt In short, this means that you have to release any changes you make to the art under the same license, and must give appropriate attribution.
  4. We should experiment with the parameters of battle detection if they aren't ideal (or even tweak the logic). Using it to delay promotion may not be the greatest solution, though, since the battle is a 'global' state, so all your units in one end of the map would have their promotions deferred indefinitely until your units in the other end of the map stops fighting. But the promotion could be delayed until there are no more aggressive units in LOS or something like that.
  5. The lobby is indeed just a "master server" or list of servers. Dedicated servers would be something orthogonal to this and would work fine with the lobby.
  6. I never understood the invulnerability thing either. Doesn't seem quite on par with a game priding itself of historical accuracy.
  7. Thanks for reporting. Did either of you use the developer console during the game?
  8. Ah, Dailymotion is French, amirite? YouTube (and I think Vimeo) have the advantage that they are embeddable on the forum, though.
  9. sbte is sbte: http://www.wildfiregames.com/forum/index.php?showuser=15225
  10. Fixed the above like this: https://github.com/zootzoot/0ad/commit/82cbc564fbb7c172ba302138fb51365c880359f4 Latest diff: https://github.com/zootzoot/0ad/compare/attack-notification.diff
  11. I've fixed the above thusly: https://github.com/z...254adced42f6877 If you agree with the change you can either generate a new patch against SVN and attach that on the ticket, or simply post this diff there: https://github.com/z...tification.diff Edit: Actually, this solution has the unintended consequence that it stops the pinging after a while, even if a unit continues to be hit. I'll need to think about how to fix that and post another diff.
  12. Oh, wow. My disk must either be very slow then, or the engine's IO very inefficient.
  13. Mono is a hack and the project shouldn't lock itself into Xamarin/Microsofts licensing schemes: http://www.fsf.org/news/dont-depend-on-mono
  14. 0 A.D. isn't Microsoft-only, so migrating is a no-go.
  15. I think such a patch would be very welcome. There is no aversion to enabling people to translate, it just that no one has gotten around to implementing the engine support yet. http://trac.wildfiregames.com/ticket/67
  16. After that one first load, subsequent loads only take a few seconds for me too. So there must be some kind of caching going on.
  17. Loading "Punjab 1" on a modern laptop after a fresh boot takes a ridiculously long time for me. 4 minutes and 40 seconds to be exact. Is it this bad on release versions too, or does it only affect development ("SVN") versions where there may be no pre-cached data?
  18. Nice civ glyphs you've got yourself there I suppose it could be used for sending declarations of war by postal mail in the absence of a lobby
  19. Err, how exactly would cutting the number of civs "free up time" to work on optimization? The people who do the civs aren't programmers... unless you are suggesting they spend a lot of time reschooling themselves?
  20. There was another thread about this recently: http://www.wildfiregames.com/forum/index.php?showtopic=17178
  21. I wonder how particles are so inefficient - seems paradoxical that 3D polygons would be cheaper than simple sprites?
  22. I can confirm this, I've seen it once too.
  23. Yeah, I think particles can do 'dust plume' effects at best.
  24. 2, 3 and 4 are relatively easy to do JS side. 1 probably requires C++ changes.
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