sanderd17
WFG Retired-
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Everything posted by sanderd17
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I can't reproduce this problem. Did you modify the intro.txt?
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The fog is a bit irritating to have a nice overview in Atlas. But it probably works quite well in a zoomed-in game. Maybe the pigs should indeed be a bit less, and maybe other animals mixed with it (goats, boars, sheep ...). I do like this amount of animals, it makes cav a lot more useful, enforcing a different play style on this map. Can you also enlarge the default number of trees in a territory? It looks like every player starts with two trees, but I've seen maps where one of the players had to walk really long to get the next trees (see screenshot: 4 players, normal size, seed 7888). I think having trees available to gather 1000 wood inside its own territory would be nice (it doesn't have to be right next to the CC though). Some fish in the water would also be nice (as players on the water seem a bit disadvantaged now). But overall, a great map.
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In what way is this related to the translations? Does it go away if you take a different language? If so, what language are you using?
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Do you still have the problem (it's a bit hard to read all the Spanish here)? As the solution is quite simple. You called your file cc_decor_escaleros.xml, while you try to use cc_escaleros.xml. So fix one of those.
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Advice on tracking AI bot API changes?
sanderd17 replied to Teiresias's topic in Game Development & Technical Discussion
It certainly won't be fixed for A16. We should be going into feature freeze in 3 days. I doubt anyone will solve it against that time (the team is quite busy these days). -
There's also a plan to reveal the position of one unit at a price, so if only a few units are hidden, you can use this option a few times.
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Advice on tracking AI bot API changes?
sanderd17 replied to Teiresias's topic in Game Development & Technical Discussion
You don't need a blank check. If you fix a bug, without introducing a new one, and the code is clear enough, then it will be added to the main game. That counts for anyone. I didn't know the game was messed up after deserialization. I never noticed it, as the ai doesn't even deserialize correctly. -
Advice on tracking AI bot API changes?
sanderd17 replied to Teiresias's topic in Game Development & Technical Discussion
OnUpdate is only called after the Deserialize function is called. And the Deserialize must make sure the object has the same state as before. So if the api and the ai code would serialize and deserialize correctly, it would work. The fastest way to fix this is if a correct Serialize and Deserialize method is added to all classes in the api and the ai code. -
Advice on tracking AI bot API changes?
sanderd17 replied to Teiresias's topic in Game Development & Technical Discussion
The simulation can send messages to the AIInterface or AIProxy when something happens. Those messages can be picked up. Not sure what other events you'd want. The engine also offers saving to the ai. There's a serialize method, which should return a simple object. And the deserialize method which should reconstruct the state using that object. If every class in the api and the ai code would serialize it's state correctly (as we do in the simulation), then saved games would work. The problem is that some objects are hard to make simple. F.e some contain lots of circular references, and some stuff is just too big to serialize quickly (like the passability maps), while it gets send on every turn (so there's no need to save it). This means it's very hard to offer a general serialization method, and instead, every class should have it's own method. -
2. There are some cases where the ai sets it's soldiers to passive, or standground, because it can't handle strange cases. So it can happen they won't attack a ram.
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Ok, the file is updated (same link).
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Ehem, we do have test cases, never executed the test binary? There are not alot of test cases though, I think mainly because there is no automatic testing. I don't want to waste time on running the tests every time i commit something. CI should be installed together with the move to git. L10n didn't change the project structure or tests at all.
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As I removed the serif fonts, I'll recompile the Chinese fonts again when I get home (they will be a bit smaller with the serif fonts removed, only about half the space). If you can't wait, I have them here for now:https://www.dropbox.com/s/rl1457rwkald6ga/east_asian_fonts.zip You can load it like a regular mod, or replace the files. If you can wait a few hours, you don't have to download such a big file though.
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There was a patch for that, unfortunately, due to unexpected serious conflicts just before committing it, it is abandoned. And we try to release every few months. A16 was planned for end March, looks like we're a bit late.
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The tutorial map is a bit outdated currently. We plan to implement a new one using triggers (which should be included in A17). So it's normal we don't add that button for the next version, A16. Current plan is to go into feature freeze around April 30th. Then after 5 days of feature freeze, and some days of commit freeze, we will release it. Certainly not for A16. Maybe for A17. There's a new AI included in A16. It's based on Aegis, but it's more flexible. I think adding naval support is one of the things mimo wants to add to it. It's also possible that the naval support requires a better pathfinder, in which case it will take even longer. Unless someone pops up, saying he wants to work on it, campaign maps are probably not going to be included in the 1.0 version (they're moved to part 2). So I can give no ETA at all on that.
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We're doing it this way on sourceforge: http://sourceforge.net/projects/zero-ad/files/ But I guess that's historical (SF was one of the first to offer free file and code hosting to open-source projects). Hosting the releases on our own servers would cost too much (81500 downloads at 526MB for a single release)
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So it doesn't crash if you use the en_US locale? Michael might be please to hear this. As it would allow him to continue working on 0 A.D.
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Maybe just make a new GitHub repo under CoM ("releases" or so). There you can upload your zip per release. F.e. Aristeia-0.0.16.zip for the next version. If you take a link to the "raw" version of that, people don't even have to see the github interface.
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If they are from the main game, they'll just inherit all animations from it too. @lion, there's no problem with animated forests, and the animation is disabled by default, only activated in the high quality mode. So I don't think there's a problem.
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Are those trees you made, or trees from the game? You can normally reuse models from the game for this purpose. And if the game can make a forest with those trees, it should be able to render 8 of them on a big building.
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It's all a matter of splitting. Art can't be split, as it can appear together in a screenshot, be combined to one entity etc. It becomes way too difficult to make sure it can never appear together. You are able to split the scripts and the art though. As if you would distribute two mods, one with some modifications to our scripts (which has to be open-source), and one with all your art (which can be proprietary). You will have to redistribute the scripts as an open source codebase (f.e. host them on github) without using obfuscation.
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There's no problem with monetizing it (as I said before). Mods can even be completely closed source. But that does mean it's not possible to use stuff from the public mod (no scripts or no art), because when it's combined, you get in a legally tricky situation.