zoot
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Posts posted by zoot
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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.
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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.
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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.
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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.
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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.
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I never understood the invulnerability thing either. Doesn't seem quite on par with a game priding itself of historical accuracy.
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Hi,
we posted it already on Trac http://trac.wildfire...com/ticket/1881 but maybe it's of interest here too.
A friend and I played multiplayer 2vs2 on alpine valley versus two Aegis bots and kept getting OOS at some point.
When using qBot we were able to finish our games.
Please tell me if you need any further details and if there is something we can help with.
Thanks for reporting. Did either of you use the developer console during the game?
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Ah, Dailymotion is French, amirite? YouTube (and I think Vimeo) have the advantage that they are embeddable on the forum, though.
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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.
Fixed the above like this: https://github.com/zootzoot/0ad/commit/82cbc564fbb7c172ba302138fb51365c880359f4
Latest diff: https://github.com/zootzoot/0ad/compare/attack-notification.diff
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Finally, this implementation suppresses repeated attack signals from the same location, so as to not inundate the player with warnings from the same battle, but not attack signals from the same unit. If the unit is moving (fleeing), it's conceivable that the player will get multiple warnings for the same skirmish. This should be fixed.
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.
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Most likely the disk cache of the kernel, caching recently used files in RAM. Besides, 0ad caches stuff too (DDS textures,...).
Oh, wow. My disk must either be very slow then, or the engine's IO very inefficient.
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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
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0 A.D. isn't Microsoft-only, so migrating is a no-go.
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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.
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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.
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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?
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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
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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?
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There was another thread about this recently: http://www.wildfiregames.com/forum/index.php?showtopic=17178
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I wonder how particles are so inefficient - seems paradoxical that 3D polygons would be cheaper than simple sprites?
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I can confirm this, I've seen it once too.
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Yeah, I think particles can do 'dust plume' effects at best.
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2, 3 and 4 are relatively easy to do JS side. 1 probably requires C++ changes.
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