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Josh

WFG Retired
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Everything posted by Josh

  1. On the GUI config system, there are a few things I'm waiting on/would like. 1: leper mentioned having a WIP patch for #1880 and I'd like to use the new system rather than implementing everything using the old config system. 2: On text fields, the "update" event seems to be broken and makes it significantly harder to implement some things. 3: Sliders don't exist in the GUI system, these would be perfect for audio levels and I'm going to have to use text fields or drop-downs otherwise. As it is now, I have a number of options implemented and some basic layout. If anyone has any questions/comments I'm frequently on irc.
  2. These look really amazing! I think (on realism) these aren't too bad =). All I can say is that the perspective doesn't seem quite right on a few of the icons (siege particular). If you're looking for some realistic concept art, I've always though the Age of Empires 3 concept art was very realistic looking; it might be a nice reference.
  3. IRC there already is a ticket that implements terrain flattening somewhere on trac. Also I think terrain flattening is a must, I've never played an RTS before that didn't have terrain flattening and currently it is the most outstanding visual flaw in the game. On the other hand, I think doing something along Redfox's idea might be a little easier for artists to deal with then making nearly everything a prop.
  4. Hello! We're always glad to see new people helping contribute to 0AD. Sometimes we're a little slow to respond on irc, try asking your question and waiting awhile (hour or so). Unfortunately I'm not very familiar with much of 0AD besides the GUI and simulation so I don't have an answer to your question, you might want to try asking historicbruno on irc.
  5. I was having this exact same error yesterday, I think it has something to do with messed up workspaces and some sound changes... Try running the following from the 0ad/build/workspaces directory (on Linux): ./clean-workspaces.sh ./update-workspaces.sh Then try building again. It worked for me, I hope it works for you =) EDIT: Sorry I somehow missed that you fixed this. I hope this can be of use to someone.
  6. Currently we have 2 legacy AI APIs which should probably be dropped. Current API/AI -qbot-wc/aegisbot (v3) -qbot (v2) -scardybot (v1) -demobot/testbot (v1) -tutorial-ai (v1) On IRC we discussed dropping certain AIs and upgrading others to APIv3. We proposed dropping scardybot and qbot while upgrading tutorial-ai and demobot/testbot. Any thoughts? (About 18:33, http://irclogs.wildf...-%230ad-dev.log)
  7. I'll try to look into this along with my splash damage redesign. (It should just be a simple change to use different template data, right?) Edit: Looks like a simple change to lines 550-572 in /simulation/components/Attack.js should fix the problem. Edit2: Some of the following code could replace what's in there now, but I haven't found a way to get a entity's obstruction shape: var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); cmpObstruction.GetUnitRadius()
  8. I think we should really try to target multiplayer bugs and features (biggest point being the lobby) for this release because it will coincide with the increased publicity during the fundraiser.
  9. Some great resources on how to do this are in Trac, more specifically this page. If you have any more questions try dropping by our IRC channel if you want a quicker response.
  10. Here's two I thought looked pretty good (although not nearly as good as some of the others here). EDIT: I also have the first one in a 100mb bitmap if anyone wants it.
  11. If your going to make box art, the operating system logos should be the same as this page: http://play0ad.com/download/ and since we don't have an official rating, you could put something like "Recommended for ages 13 and up."
  12. Because entirely new models for the civic centers would require a significant amount of work for the art team, the idea of different models for each level is not really feasible. Another option that has been mentioned would be just adding different props to buildings as the player's level increases.
  13. I would suggest moving this to the Game Development and Technical Discussion forum. This topic has become increasingly technical and would be more relevant if moved.
  14. Another thing you may want to try when it starts slowing down: save your game, exit 0AD, re-open 0AD and load your game. This typically at least slightly improves the performance for awhile.
  15. It would be great if you could add me under programmers, see ticket #902, #1924, and #1928. (my full name is Joshua J. Bakita)
  16. I'd really like to see a main menu background similar to Age of Empires 3 (http://www.polycat.net/gallery/albums/aoe3/aoe3_5.jpg) where you have a simulation running in the background that changes based on your gameplay.
  17. I would really like a AI that could potentially be very challenging, when I play AoE 3 multiplayer 99% percent of the time it's me and a bunch of other people playing against an AI that's set to the hardest level.
  18. Really the only thing you can do is turn down the graphics settings and insure your computer is well ventilated. To quote your computer's manual; "WARNING! To reduce the possibility of heat-related injuries or of overheating the computer, do not place the computer directly on your lap or obstruct the computer air vents. Use the computer only on a hard, flat surface. Do not allow another hard surface, such as an adjoining optional printer, or a soft surface, such as pillows or rugs or clothing, to block airflow. Also, do not allow the AC adapter to contact the skin or a soft surface, such as pillows or rugs or clothing, during operation. The computer and the AC adapter comply with the user-accessible surface temperature limits defined by the International Standard for Safety of Information Technology Equipment (IEC 60950).". Hope that helps
  19. Alright, I believe that this is an issue that must be addressed sooner rather than later. Every RTS I have ever played has had terrain flattening which never seemed to cause any problems. The first time I played 0ad I didn't notice that the models weren't perfect or that the engine was buggy, but the lack of terrain flattening stuck out like a sore thumb. My suggestion would be that buildings when built can flatten any ground but if the building is built on steeper terrain the cost of construction increases depending on the incline (like a 10 degree incline would have no penalty but building on a 45 degree incline would increase the cost by 50% ). If no one else is willing to take care of this I can give it a try with my Javascript and limited C++ skills.
  20. I really like how those look, but structural fields won't work properly unless someone implements terrain flattening.
  21. I had this same sort of problem on my GeForce 7600 GS and changing any of the other settings made no difference.
  22. Alright, if everyone agrees this model is complete, could you upload the skp LordGood? I'll see if I can clean it up, texture it and get it in-game. Also, thanks for your comment on my boat.
  23. Don't forget the Mauryan ships/boats.
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