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sanderd17

WFG Retired
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Everything posted by sanderd17

  1. Can you try building from your C drive? Normally, all dependencies for Windows are bundled.
  2. you can set the max pop in Atlas. Though with skirmish maps, players can override it.
  3. Here are all the art files: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art If you need all of them at once, you can checkout the entire project (http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide) Note that these are not originals. Though you can import a dae in blender, it's likely the scale will be messed up for example. There are some originals you can find here: http://trac.wildfiregames.com/browser/art_source (though most of it is missing).
  4. Ugh. Well, in that case, you need to update. I don't think that version had cheats at all.
  5. Is this a single-player game? Also, how did you start the game? Just via the shortcut, or a certain command?
  6. As I said, we don't have a schedule for the final release. We're just working on it. And every few months we try to release an alpha version. When all big features are implemented, we will move to the beta phase. In the beta phase there's room for bug-fixing and performance improvements. And when that's done, we will go to the final release. As bug testing and performance improvements need rather different programmers, and the art should be mostly completed against beta phase, we will probably start working on part II then. I don't see beta phase happening within the next 2 years. Looking further than 2 years is hard.
  7. Aha, that should be fixed in SVN, they shouldn't be placeable anymore. If you want to place eyecandy rubble, you have to select them in the actors list (instead of the entities list). Actors are just models that don't interact with the simulation in any way. And all models present in the game (even partial models like helmets, shields, ...) can be found under the actors list.
  8. Shouldn't be hard to fix. It complains about one entity with a Decay component. Probably that got in your file by accident. Removing strange entities in the xml file should do the trick. I won't be able to look at it right now though.
  9. The texture for the bottom part seems a bit stretched to me. Maybe use a completely different texture for it.
  10. Our forums are supposed to be in English (though we are tolerant to people who have difficulties speaking English). And you might also be interested in this topic: http://www.wildfiregames.com/forum/index.php?showtopic=15271
  11. Victory conditions will have a redesign, and will be completely moddable. There will be standard victory conditions, map specific, or even victory conditions that are only possible on some sorts of maps (like only on naval maps, maps with at least 4 players, ...) So yes, a kill the king gametype will come some time. When someone gets around rewriting the monster js code of GameSetup.
  12. When it's ready. We depend on volunteers. Sometimes progress goes very fast because lots of people have time, and want to contribute. Other times, progress goes slower because people are busy with other stuff.
  13. Can you upload the map files? We might be able to fix something.
  14. The disadvantage is indeed compiler support. Not only for Linux. But some people still have older Visual Studio versions. Like our autobuild also uses an old VS version. The autobuild is also kinda hard to update, and it should be completely redone with the possibility to extend to CI testing, and with the server move coming somewhere in the (hopefully near) future. A lot of work like that requires some thinking first.
  15. 3% is way less than 2 frames. And performace isn't everything. If we wait long enough without developing, it will be performant some time thanks to newer hardware
  16. Looks like the retina issue to me: http://trac.wildfiregames.com/ticket/1593
  17. We can't stick with outdated libraries. So we need to update anyway. Letting our code get outdated, and updating suddenly results in the amount of work Yves had to do for the previous upgrade. So it's easier if we support SpiderMonkey v31 as soon as possible.
  18. Nah, our game loads too fast to have an intro video. And having a video instead of the map-loading screen is weird.
  19. Looks very nice. Meanwhile, I've also included the ability for triggers to have standard popups. Currently a 2-answer standard popup (yes-no by default, but the labels can be changed), but any generic enough layout would do (like OK, OK-Cancel, number/text input -- though text is a bit tricky with localisation -- , ...). I'll also look into adding cinematics.
  20. The only Asian civs we plan are civs that got in touch with either Romans or Greeks (in fact, we don't plan any new factions, but will try to just complete the existing factions). We are currently working on the seleucids however. If you can help with that, we need more reference material: http://www.wildfiregames.com/forum/index.php?showtopic=18093Or if you want to help with far-eastern civs, I should point you to the RotE mod that's doing a Chinese faction: http://www.wildfiregames.com/forum/index.php?showforum=423
  21. The first warning I'd new though. Shouldn't be too hard to fix (if I remember when I come home).
  22. Macs can compete. The Mac build is working again.
  23. As there are points on gameplay, I can understand that certain ideas aren't combinable in one map. And any of those can have the better gameplay. But if you make 5 almost the same maps, they aren't very original anymore ...
  24. Some specific names are a transliteration (and could be transliterated differently in different scripts), other specific names are plain English. Like "Philip of Macedon" or "Oak" (where the generic name is "Tree"). But as it's easy to just copy the originals in case it's the same for your language, it's not a big problem.
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