sanderd17
WFG Retired-
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Everything posted by sanderd17
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I've tried to make a patch for it (http://trac.wilfiregames.com/ticket/2033), it works pretty well, but before I clean it up, I'd like some more input. I've used a maxheight and minheight attribute, those define the relative maximum and minumum height a prop can differ from the main mesh. When not set, they default to 0 (so the prop can't move). You can use it f.e. so that a prop can never rise over the original position, but when the ground is dropped, it can be placed lower so it won't dangle. I'd like to hear if this is a good interface, or if anyone wants other control over the props, or better names for the attributes.
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Citizens could be unemployed soon
sanderd17 replied to Juan Sebastián Gómez's topic in General Discussion
The change is quite small, in the game data, look for simulation/templates and a infantry xml file, open the file in a text editor, and delete the ResourceGatherer part. maybe you need to change some other files the same way. But as it's one of the main features of the game, it most likely won't change. But you see it's very easy to create a mod that does this. -
Diplomacy is in the first place something for humans. For AIs, the best we could do (in a reasonable time) is some fixed schema, which will also get known, so players will know when they have to obey or disobey an order from the AI. Just like now it's easy to know when the AI will attack. I'd say there are far more important (and easier to implement) improvements that could be done to the AI. So that probably won't change any time soon. Your suggestion to start as neutral is interesting though. Although currently the "Neutral" status is quite vague. It's not really decided if units or buildings should attack dangerous neutral units or not. Also, you seem to propose an extra state, "Friendly", which seems pretty vague, as now there is already confusion about how "Neutral" should be handled.
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there is another thread, just a few days old, where the problem was over heating, can you check that too? The graphics card won't over heat, but the CPU is used pretty hard.
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it looks like visha kanya caused almost instant death, so that wouldn't need extra programming (btw, the slow damage would only be a small patch, nothing difficult). It depends if the artists want to model it, it could be an extra unit, or a replacement for the maiden guard (as that has no specific name yet), just some other stats (more attack, less armour and hp), and different attack animation (what? looking?)
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Hmmm, that shouldn't happen. Lets hope the new pathfinder fixes it.
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Did you toggle gate open-close after you've given the command? Normally, units would search a long path, and stick to that. So if you order a move, while some gates are closed, they are sent via an other gate, no matter what you do with the closest gate. At least this is how I believe it's handled.
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Please help with fontbuilder
sanderd17 replied to Crow's topic in Game Development & Technical Discussion
I don't know, I don't really follow the fonts development. There should be a way, but I don't know if it's worth it, as the system will change completely. -
Please help with fontbuilder
sanderd17 replied to Crow's topic in Game Development & Technical Discussion
Please wait a bit, Gallaecio is working on bringing a translation system in place, and Redfox has a library ready for improved (UTF8) character rendering. So characters can be hotloaded. Btw, if you have further technical questions like this, it's best to ask at the #0ad-dev irc channel on quakenet. -
Gallaecio is working on getting a translation system in place. Once that system is in, we can start exporting strings from the code to the translation system, so it can be translated. He's making good progress, but it probably won't be before Alpha 14.
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Well, unless you can take over Gallaecio's work, you'll have to wait until he's done. It won't take that long anymore, but it probably won't be for Alpha 14 either (as that release is pretty close).
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Can't you work with technologies? Like in the Carthagian CC, you have to choose between a technology to enable the Gallic, Italiote or Iberian embassy? They can be very cheap, it's enough if they exclude each other. It would need a technology triplet, but that won't change too much in the code I guess.
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Mythos_Ruler, what would happen when you run out of resources to maintain your mecenaries army? They just start to lose health instead? Or they betray you and change owners (become gaia or easily capturable)?
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Fexor, why would you want the populationcap in the formula, wouldn't a fixed number (something like 400-ish) be better? With the formula you propose, you'll be able to gather faster when the population cap is bigger given your population is at the max. That seems odd. I think population cap shouldn't matter, just the number of units you currently have. It could be a technology or a hero thing (something like "administrator") to enlarge that number, so you gather quicker.
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===[COMMITTED]=== Blacksmith Buildings
sanderd17 replied to Mythos_Ruler's topic in Completed Art Tasks
Well, the difference isn't that big, but there is a difference nonetheless (mostly during the summer). Why else would all those Dutchies go on holidays to France? -
===[COMMITTED]=== Blacksmith Buildings
sanderd17 replied to Mythos_Ruler's topic in Completed Art Tasks
As GB is generally colder than France, wouldn't the more closed building be a Briton one, and the more open a Gallic one? Just thinking out loud, if you are going to separate Gauls from Britons, you might as well take the climate into account. -
Gameboy is right, Mythos_Ruler seems to have commited the smoke particles to the wrong directory, or he forgot to include all particles. They are under art/particles though, but not under art/actors/particle. It doesn't seem to be here: http://trac.wildfire...actors/particle Although I don't quite understand the double paths for particles.
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If you want to make music for the game, you'll probably have to contact Omri (see http://www.wildfiregames.com/forum/index.php?showtopic=17150). But, as Omri seems to be quite busy, it's probably best if you do as much as you can by yourself. Omri is the one to decide which music to get in the game thouh. For the translations, the game isn't translatable for now, But Gallaecio is making progress getting a translation system plugged in (see http://trac.wildfiregames.com/ticket/67) once the system is in, strings from the code can be extracted and added to a translation interface. I don't think there will be a shortage of Spanish translators but thanks for your help anyway.
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Content hosting sites are an exception. They have less responsibility over the content. It's enough if they take it down after a complaint. They don't risk other damage. While if copyrighted material gets into a project like this, it is very likely it will lead to financial damage (which can't be paid by a non-profit like this). Education is a different exception. You're allowed to copy everything for educational purposes, as long as you mention the source, and purely use it for education. And wrt modelling, if a judge would decide, he'll probably say modelling based on a picture you're not allowed to reproduce would be copyright violation. There are lots of special cases of copyright (like the Atomium building in Belgium is copyrighted: http://nl.wikipedia.org/wiki/Atomium, http://atomium.be/authorsrights.aspx). So I can only advise you to use nothing but your own resources. At least if you don't want to endanger the project.
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I disagree. I learned programming with Java, and I still love that language (with the exception of UI and IO handling). The Java virtual machine is rubbish though.
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No problem. There isn't a lot of segmentation here. Everyone basically does what he can/wants. Sure, designing art and programming require very different skills. So most of that is separated.
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If you want to follow the game development, you can follow discussions at #0ad-dev on quakenet irc (or read some logs: http://irclogs.wildfiregames.com/). And if you want to try something, there are some beginner's tasks available (http://trac.wildfiregames.com/query?status=assigned&status=new&status=reopened&keywords=~simple&col=id&col=summary&col=status&col=type&col=priority&col=milestone&col=component&report=16&order=priority) although it depends on your experience which tasks will be simple and which will be hard. When you're developing the game, it's also good to play it. As then you'll see unwanted side effects.
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It can be I was wrong about that pop limit thing. I just know that a lot of the tactical stuff is hard coded to the default settings. Like when to place what building or attack which city.
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Sometimes it's a thin line. If you read a book, and remember stuff from it. The things you remembered belong to you. So are copyright free. But if you use a book to look up things you don't know, that information belongs too the book's author. It's certainly not approved to copy anything from a list. As a list is considered a database, in which case even the tiniest amounts are protected (at least in Europe). For images and photos. If they come from an original idea, that idea is protected (people have been convicted for drawing the same city from the same viewing angle, although they didn't copy from each other). If the picture doesn't come from an original idea. The picture itself is still protected. So you can try to remember human proportions. Or make your drawing and compare it with some pictures afterwards. But in no way you can use it as a background layer, unless it's already your work. These rules are difficult to follow. But most open project require such rules. You can't risk to lose the project just because of a copyright violation.