TrinityDeath
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Posts posted by TrinityDeath
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I think for herd animals this will be implemented as part of herding/corralling, see comments on http://trac.wildfire...com/ticket/1907
Not for all animals, it wouldn't make any sense for skittish animals like deer, aggressive ones like lions, etc.
oh. didn't know there is an open ticket for this one.
and i like the corral idea. makes it interesting!
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i fixed it.. it's a really tiny mistake.
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": selection,
"x": target.x,
"z": target.z,
"queued": queued
});
just add:
, "queued" : queued
after target.z
and this would be fixed.
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Does anyone know about the various co-ordinates system in use. As far as I can see there are 2 :
world-coords : Used to locate entities on the 0ad map, has x,y & z
screen-coords: Only x & y, used to locate mouse pointer, minimap click point etc.
So everything is actually fine till :
function handleMinimapEvent(target)
{
..
...
case "set-rallypoint":
Engine.PostNetworkCommand({"type": "set-rallypoint", "entities": selection, "x": target.x, "z": target.z});
// Display rally point at the new coordinates, to avoid display lag
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": selection,
"x": target.x,
"z": target.z
});
return true;
...Also if I understand correctly, void CMiniMap::GetMouseWorldCoordinates(float& x, float& z) will convert the mouse screen-coordinates to the 0ad world coods so the rally point on the terrain can be located ?
void CMiniMap::GetMouseWorldCoordinates(float& x, float& z)
{
// Determine X and Z according to proportion of mouse position and minimap
CPos mousePos = GetMousePos();
float px = (mousePos.x - m_CachedActualSize.left) / m_CachedActualSize.GetWidth();
float py = (m_CachedActualSize.bottom - mousePos.y) / m_CachedActualSize.GetHeight();
float angle = GetAngle();
// Scale world coordinates for shrunken square map
x = TERRAIN_TILE_SIZE * m_MapSize * (m_MapScale * (cos(angle)*(px-0.5) - sin(angle)*(py-0.5)) + 0.5);
z = TERRAIN_TILE_SIZE * m_MapSize * (m_MapScale * (cos(angle)*(py-0.5) + sin(angle)*(px-0.5)) + 0.5);
}There are at least 3 coordinate systems:
-World position
-"Tile" position (usually world position /4 except Y which if I recall correctly doesn't change), which theoretically shouldn't really be used by simulation code.
-screen position.
Your assumption seems to be right to me (you can see it's multiplied by Terrain_Tile_Size, which is 4, to go from world to "tile" position)
Giving a look at the code, it seems to work properly, and detect the action properly (if I "warn(uneval(action))" right after calling determineaction, I get "set-rallypoint". However apparently the DetermineAction thing expects "GetActionInfo" to return position and tooltip information, which it obviously does not.
I suggest you fix the bug in GetActionInfo: it should return more information for set-rallypoint. This should make it work, unless something else goes wrong.
any one knows where i should look at for normal click with a building selected? ( not from mini map)
i'm thinking this should make the rally point set. and it works fine.
but from mini map. it's not working.
i want to have a look at both of them. and compare them. i think it should be a tiny mistake. and i don't think the coordinates are wrong. because the case "move" works fine with coordinates target.x and target.z.
currently i can't find the normal click not through mini map. hope someone can help me with it
please correct me if i'm wrong.
thanks in advance.
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where can i find the method PostNetworkCommand
and the implementation for Engine object used in handleMinimapEvent(target)method in input.js
You don't need to recompile if you only made changes to JS.
oh, thanks. XD
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also..i just made some trial changes in the input.js...
my question is..how do I compile it again? i'm using ubuntu...
Sorry. this is my first FOSSD project...
some of my questions might seem silly >.<
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hi, guys. sorry. i got some family issues. i started the topic. then i banished XD. sorry about that.
and i'm back, i would be pretty much full time working on this topic and the game since i'm going to graduate XD.
wondering if anyone made any progress so i could just pick it up and continue to save some time?
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Hi, guys.
I got a wired game crash problem with ubuntu.
what's the different between the developer packages and the release package for play?
I have been using the university lab to play 0ad, it works fine with the release package.
The one I use "sudo apt-get install 0ad" to install. and when i ran, i ran with 0ad straight away. and this works totally fine to me.
But, when i ran with the developer package. the game always crashes after a very very short time, roughly 1 minute or less.
when it crashes, my screen just keep flashing every 10 seconds. and nothing is moving.
this really confuses me, what's the differences between the developer package and the release package?
anyone knows how to solve this problem?
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Hi, guys.
I think it would be a good idea to move sheeps around when player found them.
I even think it would be good to get some kind of research in base to train the famers to move the other animals those can be killed and collected as food.
this ability might have a cool down time like, each famer got a 1 minute cool down to tame a deer to follow the farmer back to town then kill XD
or even not tame, just a force the deer back to town like scaring, luring or whatever...
this makes some sense to me, not sure if it makes sense to you.
the reason to make this ability has a cool down time is to make sure no one would just only gathering all the animals in base for food rather than having different ways to collect food.
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yes. i built the gamemyself.
I will try the code next time if it crashes
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Hi, today when i tried to play a bit in my lab PC.
an error message pop up, and when i clicked continue button.
the game get into windows rather than full screen.
Then my mouse can't scroll anymore. but I can use up,down,left,right key to move the camera.
i'm using Ubuntu 12.10.
the following is the message i got before the bug occur until i licked debugger button
Cache: 500 (total: 3880) MiB
TIMER| InitVfs: 16.9501 ms
Sound: AlcInit success, using OpenAL Soft
TIMER| CONFIG_Init: 41.9302 ms
TIMER| InitScripting: 145.785 ms
TIMER| RunHardwareDetection: 83.524 ms
TIMER| write_sys_info: 16.4585 ms
TIMER| InitRenderer: 57.3685 ms
TIMER| ps_console: 21.9046 ms
TIMER| ps_lang_hotkeys: 800.732 us
TIMER| common/setup.xml: 9.69981 ms
TIMER| common/styles.xml: 487.8 us
TIMER| common/sprite1.xml: 11.3725 ms
TIMER| common/init.xml: 41.7347 ms
TIMER| common/common_sprites.xml: 13.4165 ms
TIMER| common/common_styles.xml: 10.0377 ms
TIMER| pregame/sprites.xml: 1.90649 ms
TIMER| pregame/styles.xml: 1.17156 ms
TIMER| pregame/mainmenu.xml: 15.4851 ms
TIMER| common/global.xml: 956.617 us
Using Xcursor to sys_cursor_create 32 x 32 cursor
TIMER| common/setup.xml: 541.769 us
TIMER| common/styles.xml: 32.306 us
TIMER| common/sprite1.xml: 1.75935 ms
TIMER| common/common_sprites.xml: 2.6974 ms
TIMER| common/common_styles.xml: 356.209 us
TIMER| gamesetup/setup.xml: 940.985 us
TIMER| gamesetup/sprites.xml: 435.017 us
TIMER| gamesetup/styles.xml: 421.898 us
TIMER| gamesetup/gamesetup.xml: 41.6994 ms
TIMER| common/global.xml: 420.646 us
TIMER| common/setup.xml: 620.571 us
TIMER| common/styles.xml: 31.081 us
TIMER| common/sprite1.xml: 1.2289 ms
TIMER| common/init.xml: 1.03244 ms
TIMER| common/common_sprites.xml: 1.62446 ms
TIMER| common/common_styles.xml: 178.411 us
TIMER| loading/styles.xml: 1.24825 ms
TIMER| loading/sprites.xml: 14.5025 ms
TIMER| loading/loading.xml: 2.25905 ms
TIMER| common/global.xml: 271.382 us
Using Xcursor to sys_cursor_create 32 x 32 cursor
TIMER| common/setup.xml: 676.583 us
TIMER| common/styles.xml: 38.481 us
TIMER| common/sprite1.xml: 1.4127 ms
TIMER| common/icon_sprites.xml: 728.872 us
TIMER| common/common_sprites.xml: 1.7754 ms
TIMER| common/common_styles.xml: 241.224 us
TIMER| session/sprites.xml: 19.4816 ms
TIMER| session/setup.xml: 648.15 us
TIMER| session/styles.xml: 1.52847 ms
TIMER| session/session.xml: 124.628 ms
TIMER| common/global.xml: 988.463 us
GAME STARTED, ALL INIT COMPLETE
Using Xcursor to sys_cursor_create 32 x 32 cursor
Using Xcursor to sys_cursor_create 32 x 32 cursor
Using Xcursor to sys_cursor_create 32 x 32 cursor
Using Xcursor to sys_cursor_create 32 x 32 cursor
Using Xcursor to sys_cursor_create 32 x 32 cursor
Using Xcursor to sys_cursor_create 32 x 32 cursor
Using Xcursor to sys_cursor_create 32 x 32 cursor
ERROR: Could not load mesh 'cache/art/meshes/structural/found_3x3_c.dae.67b9dc3f793dfc4c.pmd'
ERROR: CObjectEntry::BuildVariation(): Model art/meshes/structural/found_3x3_c.dae failed to load
ERROR: Could not load mesh 'cache/art/meshes/structural/found_3x3_c.dae.67b9dc3f793dfc4c.pmd'
ERROR: CObjectEntry::BuildVariation(): Model art/meshes/structural/found_3x3_c.dae failed to load
TIMER| LoadDLL: 58.8979 ms
tex_codec.cpp(92): Function call failed: return value was -120100 (Unknown error (-120100, 0xFFFFFFFFFFFE2ADC))
Function call failed: return value was -120100 (Unknown error (-120100, 0xFFFFFFFFFFFE2ADC))
Location: tex_codec.cpp:92 (tex_codec_for_header)
Call stack:
(0x80a37a) ./pyrogenesis() [0x80a37a]
(0x7c3a71) ./pyrogenesis() [0x7c3a71]
(0x7c3c6d) ./pyrogenesis() [0x7c3c6d]
(0x7c462b) ./pyrogenesis() [0x7c462b]
(0x803608) ./pyrogenesis() [0x803608]
(0x802cd0) ./pyrogenesis() [0x802cd0]
(0x7e7d2d) ./pyrogenesis() [0x7e7d2d]
(0x7e54e1) ./pyrogenesis() [0x7e54e1]
(0x64fd06) ./pyrogenesis() [0x64fd06]
(0x6476bb) ./pyrogenesis() [0x6476bb]
(0x4256b3) ./pyrogenesis() [0x4256b3]
(0x41b2c7) ./pyrogenesis() [0x41b2c7]
(0x7f839da0076d) /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xed) [0x7f839da0076d]
(0x424755) ./pyrogenesis() [0x424755]
errno = 0 (No error reported here)
OS error = ?
Sleeping until debugger attaches.
Please wait.
GNU gdb (GDB) 7.5-ubuntu
Copyright © 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>.
Attaching to process 4175
(gdb) quit
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Hi guys.
I'm a master of Computing student in Australian National University, i got my bachelor of Computing in Adelaide University.
I just accidentally saw this game on sourceforge.
I'm new to Open source software, but i'm really interested in this game.
I'm wondering if I can get involved with it.
I have downloaded source code, compiled it and run it in the lab.
Unfortuately the graphic card is not good enough to run it smoothly, but i still find few things that i think it would be good to be included in the game.
But I have already done the same thing at my own PC at home tho.
I would also be happy to take some simple tasks to start to contribute to this lovely game.
Currently, I'm at the stage of getting familiar with the game structure.
I saw a ticket number #1848, the rally points on minimap does not work when a building is selected.
I would need some helps since as said.
I posted a question on Game development forum already, but no one answered me yet.
T.T
I'm going to end up to contribute for a long time not just for fun, i really hope i can get some help to be able to contribute on my own later.
My email is : Jethro.lu@gmail.com
Really looking forward to get involved and contribute to this game.
Thanks for your time all.
Waiting for your reply.
Jethro
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Hi, I'm new to this game.
I would like to start participate into 0 A.D. development.
I'm going to start with ticket 1848.
Wondering if anyone can help on understanding the structure of 0 A.D. development files.
I found the fireworldclickevent.
I think i might need to find the place where it identifys the selection of a building.
anyone could tell me where it is? or give me some suggestions or ideas?
thanks in advance
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It's completely up to you what you want to work on and how you want to proceed.
Some work has already been done on the task you described: http://trac.wildfire....com/ticket/657
If you wish, you can take the WIP patch on that ticket, and continue work on it.
Hi, thanks for all the information.
I just read through the codes, and i patched it, but it ended up not working , i guess it's due to the version update.
and i figured it's hard for me to get start with.
I'm more confident to work on something in C++, any suggestion for me as a beginner?
I'm really willing to participate in this game, really looking forward to get involved in.
Jethro
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Hi. See here if you want to get started programming: http://trac.wildfire...rtedProgrammers
Also feel free to ask questions.
Hi, thanks for quick reply.
I have more confidence to work a simple task on C++.
Also, the suggestion I mentioned above, any chance to get help on that? or I have to work on the existing task from beginner tasks
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Hi, guys.
I just accidentally saw this game on sourceforge.
I'm new to Open source software, but i'm really interested in this game.
I'm wondering if I can get involved with it.
I have downloaded and run it in the lab.
Unfortuately the graphic card is not good enough to run it smoothly, but i still find few things that i think it would be good to be included in the game.
For example, when I choose a group of farmers or citizens, and trying to gather them to another location.
I think there should be a sign on the position when we right click it to INDICATE they are moving towards there. Also a sound might be good to be included as well.
And i'm a master of Computing student in Australian National University, i got my bachelor of Computing in Adelaide University in South Australia.
I would also be happy to take some simple tasks to start to contribute to this lovely game.
but I would need some helps since as said, I'm new to open source software, which is really a shame.
My email is : Jethro.lu@gmail.com
Really looking forward to get involved and contribute to this game.
Thanks for your time all.
Waiting for your reply.
Jethro
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Did you contribute to 0 AD? Make sure you get in the credits!
in Applications and Contributions
Posted
Hi guys.
I have contributed for Ticket#1848. and it's been committed.
I would like to be added on the list. my patch name is TrinityDeath. and my real name is Jethro Lu
also,I have been doing a FOSSD project report for 0 A.D. for my master degree FOSSD course.
today, when i tried to find the contributor statistics. i got confused.
on ohloh contributor parts. there are only 5 contributors and i'm told they are commitors only.
www.ohloh.net/p/game_0ad/contributors/summary
Then i'm told i can find a contributor list under /source.
yes there is one, but only a very very short list.
is there anywhere that list all the contributors?
if not, May i volunteer to contribute to create a file or a page or anything to list the related information such as contributor with path, contributor location if possible. etc?
To be fair to credit all the contributors?