sanderd17
WFG Retired-
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Everything posted by sanderd17
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Oh yes, Ubuntu hijacks the Alt key, while that key really should be reserved for applications. The OS should normally use CTRL+ALT or SUPER.
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First of all, thank you for the offer. Our release videos normally don't have voice comments on it. So I wonder what video you're referring to. And though @BrynnOfCastlegate makes our release videos, she doesn't have an easy job with our sub-optimal release schema. Releasing stalls our development quite a bit (we must stop implementing new stuff, and switch to testing and debugging only), so we prefer to keep our release testing short, which also doesn't give a lot of time to create a video. That said, there's certainly nothing stopping you to make videos on 0 A.D. for your own channel. Several players and gaming channels have made videos of 0 A.D. (of a big variety in quality), and we're happy to see these videos (even if they complain about the lag in our game, or other issues). Allowing videos for the official channel is something different though. I don't think our official channel should have the typical gameplay videos you make, but more tutorial videos and videos showing (new) features of the game. But that's just my opinion (as a single dev), and we'll certainly talk a bit more about it with the team. Btw, we're also not bound to any streaming service, and prefer to keep it that way. I don't know what implication it would have with you being bound to a streaming service, and making the official videos.
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Nice graphics IMO, though the trees are placed in quite a strange pattern. Normally, trees appear in bushes, or are manually placed along a road. They're not placed that evenly, and the amount of different trees that mix together well is normally quite limited either (a certain tree tends to grow better on a certain ground, and will outgrow the other species there). Also, the map is quite unbalanced, but I guess that's not what you were trying to achieve.
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Change language on Mac - Spanish / EspaƱol
sanderd17 replied to thekiliam's topic in Help & Feedback
Yes, this bug has been reported before. If you first change another setting, it creates the user.cfg, and changing the language works. But changing the language as a first change doesn't work (at least on Windows, didn't know for Mac). -
There are plans to move from SVN/Trac to Git/Trac, which would make it easier to also have a mirror on github. But because Git doesn't work very well with often-changing binary files, these plans won't be executed immediately. There's also something like git-svn though.
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Oh yes, sorry. Did get your mail, and it's already committed. Thought you'd see it when updating
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Are you quoting Lindybeige here, or did you start a slinging community at your school? The range attack has a way to set the projectile speed. I'd guess this influences the trajectory. For a ballista, the speed is set to 300, while an archer has only a speed or 28. Deeper in the engine, the gravity can also be set (but I think this should remain constant).
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Nice animations, though I agree with Stan that the rest of the body should be a bit more dynamic. Like the arm doing some counterweight motion. Also AFAIK, there weren't really different slinging styles for different cultures, but there were different styles for different purposes: precision was done via an overarm sling, throwing for maximum range via a sideways sling, ... Though sadly, our code doesn't really slow to differentiate to that level. Also, lindybeige has some nice points about slings (just historical points sadly, no examples to animate from). https://www.youtube.com/playlist?list=PLgjT5gn77w1yR2nEHOsyJdOwZ3puMWL0-
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Performance shouldn't differ a lot, but if there's a difference, technologies should be faster. That is because auras are not permanent (can disappear again), so the cache format for techs is more simple. Team bonuses need auras though, as alliances can change throughout the game, so they must be undoable.
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What I as a beginner of 0 A.D. am missing most
sanderd17 replied to civilis's topic in Gameplay Discussion
For your first question: the tutorial is outdated and incomplete (because the game is till in active development). That's why it's not featured when you start playing. -
I'd be in favor of deleting a few things there (perhaps moving then to the art_source repo). Certainly if they're considered to ugly by today's standards. The main repo should be a clean repo, not an archive of old stuff. That's what the art_source repo can be used for.
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Ok, so it indeed crashes inside the nouveau drivers (as Loki1950 already guessed). Can you try installing other drivers for your graphical card?
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And no output on the terminal? In that case, try the following: First install GDB for your OS Then search the path to pyrogenesis (which is the name of the engine), with the following command: which 0ad Now you can start the game through gdb gdb /path/to/pyrogenesis Wait until GDB has loaded the program, and shows you a new terminal. Then run the following command: run -conf=windowed:true This should try to open the game in windowed mode. So even if it crashes, you can stop it in the terminal. If the game doesn't load but also doesn't crash completely, you can press CTRL+C in the terminal to stop it. But do give it a bit time to load. Once the game is stopped (either crashed or manually stopped), run the following command in GDB: t a a bt full This should show us where it has gone wrong. Please paste the complete output here (and press "continue" when GDB asks so).
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That patch is committed meanwhile. But I forgot to ask you how you want to be listed in the credits. Do you want only your nickname there, or also your real name (and in that case, what is your real name). Thanks for the patch.
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Did you try this meanwhile?
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Please don't use 1-letter abbreviations. The "A-N-E" is already hard enough to translate (in Dutch, it even translates to "V-N-V", which isn't clear at all). For resources, you have the luck we have icons available for it. Also, you talk about pausing. Almost all dialogs pause the game in single-player mode, but they don't pause the game in multiplayer. And I don't think that showing somewhat outdated stats is an issue for the screen.
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If it's just to help mods creating content, maybe the art_source repo would be a better fit to upload the dae. I don't think we have to include art in the game that isn't used on any map or by any civ (certainly not if it's considered to be not good enough to be used on a map).
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That option indeed seems to be missing. Patches are always welcome
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Ok, so only system info is valid then. As the others come from an older installation, they're useless. Sadly, system info doesn't contain any info on crashes. So it has to be debugged differently. Just to be sure, the version you reinstalled now is alpha 20, right? The first thing for debugging is probably to try and run it from a console. If you see something more appearing on the console, it could already help us. Then, to get even more info, you could probably install gdb, and run the game through gdb.
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Ofc that's possible. There are other entities that have simulation-like behaviour, but aren't selectable. Like the bird models, the territory_block and territory_pull, and more useful for you: the bridge sides have an obstruction but aren't selectable.
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Well, fences are not capturable, so are just placed on the map as gaia-owned and never change ownership (they can just be attacked to get rid of the obstruction). While the current colonnade is capturable, so it will f.e. change ownership to the territory owner over time, and get attacked by accident when an army comes in the town. Disabling the capturable component for the colonnades would make them behave more like fences.
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"fixed" arithmetic
sanderd17 replied to causative's topic in Game Development & Technical Discussion
Because operations don't work. F.e. take multiplication. Take (as a small example, I won't write out 32 bits) it's stored in 8 bits, of which 1 bit is for the sign 4 are for the integer value, and 3 for the decimal places. Then 1 is represented as 1000 in binary, so 1*1 integer multiplication is 1000000 = 16. Doesn't really work out eh? The functions made available in CFixed make sure the numbers get shifted to one side or the other so these operations do make sense (and take into account unexpected overflows). It's just easier when you can do a*b with fixed numbers, and let it give the correct result. Instead of calling some method mult() defined in an obscure place. -
@LordGood, I think it's a bit strange the colonnade is player-owned and attackable. When a unitAI sees this, it will start attacking the colonnades, which is a bit stupid. IMO, it would serve better as a stone resource, or some unattackable, unselectable obstruction. What do you think?
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Twp, just delete the logs and try again, so we see what logs come from your new installation, and what logs come from the old installation.