WhiteTreePaladin
WFG Retired-
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Everything posted by WhiteTreePaladin
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WorksWithU Features 0 A.D. Pre-Alpha 3
WhiteTreePaladin replied to Jeru's topic in Announcements / News
And reposted on tuxmachines, a sort of popular aggregation. -
Learn something new everyday...
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We're aware of this, but it probably will be awhile before it's fixed...One feature I would like to see added under "Misc Hacks" (which will have to be renamed at some point ) is the ability to turn on the "red impassable" overlay part of the pathfinder. It would make it much easier to make mountains knowing what is passable and what is not.
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Very nice! I'll have to try it. You might want to remove the settlements, since they don't work yet. Put Civil Centers there and you'll have a working 4 player map.
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My first Impressions (3rd Pre-Alpha Release)
WhiteTreePaladin replied to Bladex1200's topic in General Discussion
He's referring to the bug that only allows you to gather from farms you do not own. (Already been fixed BTW) -
I've noticed something interesting (It's a problem Michael mentioned earlier.) If there are both advanced and elite units on a map, the elite units will have the same stats as the advanced version. The elite version will have the correct icon though - which is referenced in the elite template. On the Latium map, there are only elite (and basic if you train them) units available. They both have the correct stats there.
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What about healers and traders? I think the standard running animation would suffice, but a more panicked animation would be interesting.
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Ringing the bell a second time unloaded all the units and sent them back to their previous tasks. I don't think it affected military units though.
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Would "delete" be considered a command? (town bell, etc.)
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My first Impressions (3rd Pre-Alpha Release)
WhiteTreePaladin replied to Bladex1200's topic in General Discussion
I have to take credit for the farm bug... It's already been fixed, and should be in the next version. (I was trying to consolidate things and I ended up only allowing units to gather resources not owned by the player. Since you can gather from enemy farms, it encourages cooperative play. ) There is no player AI yet - we are focusing on multi-player first. (Units will not even attack nearby enemies yet.) -
Ticket #272
WhiteTreePaladin replied to titanforever's topic in Game Development & Technical Discussion
Umm, there are lots of "TODOs" in the code. I think ResourceDropsite.js is dependent on the Auras.js component (which is not yet implemented either). The dropsite is a resource center building that allows units to gather resources a certain distance away. Right now you can gather resources anywhere on the map because the dropsite isn't implemented. I don't think the dropsite will control the aspects you want to change. ResourceGatherer.js would be more likely to have relevant information, but it will likely not be a good place to try to fix it. When we get the basic AI (not the same as a "computer player") working, I think it will be much easier to fix it. -
Ticket #272
WhiteTreePaladin replied to titanforever's topic in Game Development & Technical Discussion
Really, this should apply to all resources, not just fields. I think this is related to the basic AI (like auto-attacking nearby enemies). We are planning on redoing the existing AI code which will probably fix this (or at least provide the base for fixing it). Still, feel free to experiment and see what you can do. If you're on Windows, then the gameplay components are located here: C:\0ad\binaries\data\mods\public\simulation\components. You will see ResourceDropsite.js, ResourceGatherer.js, ResourceSupply.js, etc. However, I think the fix will likely need to be done in the basic AI code which I'm not familiar with. This should also apply to soldiers that can gather, so I don't think you'll need anything specific to a villager. However, just in case you want to take a look, the XML unit templates are found here: C:\0ad\binaries\data\mods\public\simulation\templates\units.[edit] I misread your post. I though you were referring to units continuing to gather a specific resource automatically. It appears you are actually asking how to get units to farm a field immediately after building it, not to search for other fields if the current one is exhausted. However, both seem AI related. -
I could help test, but not host (at least for now). Would it need to be done using the debug executable?
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Some of the maps are not playable yet - perhaps one of those was chosen?
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Shadows crash game on exit (using OS window controls)
WhiteTreePaladin replied to WhiteTreePaladin's topic in Bug reports
By console mainly, although if you start with shadows on (from the config) that also crashes on exit. -
Shadows crash game on exit (using OS window controls)
WhiteTreePaladin posted a topic in Bug reports
I'm getting an error about 5 seconds or so after I close the game out with shadows enabled. It only happens when I close the game out with the "X" in the window border. When I close the game through the dialogs, it does not occur. Also, if I disable shadows before I close the game out, it does not happen. Easily reproducible: simply enable shadows, and close the game through the window border controls. Function call failed: return value was -1 (Function failed (no details available)) Location: wsysdep.cpp:312 (sys_error_description_r) Call stack: sys_error_description_r (wsysdep.cpp:290) user_err = 216493640 (0x0CE76E48) buf = 0x00AAA86C -> "unknown" max_chars = 0 (0x00000000) err = 266993664 (0x0FEA0000) message = [200] 0 0 0 0 0 0 0 0 0 0 0 0 ... charsWritten = 0 (0x00000000) debug_BuildErrorMessage (debug.cpp:301) description = 0x0CE76E48 -> "Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x000046FC) " filename = 0x00000000 line = 1242996 (0x0012F774) func = 0x00A986A8 -> [8] { 95 ('_'), 0, 119 ('w'), 0, 115 ('s'), 0, 101 ('e'), 0 } context = 0x00AAA86C (see above) lastFuncToSkip = 0x00000000 emm = 0x00AAA87C -> { pa_mem = 0x0000003F } buf = 0xCCCCCCCC ret = 1238896 (0x0012E770) errno_equiv = 0 (0x00000000) os_error = [100] 0 0 0 0 0 0 0 0 0 0 0 0 ... description_buf = [100] 0 0 0 0 0 0 0 0 0 0 0 0 ... writer = m_pos = 0xCCCCCCCC m_charsLeft = 3435973836 (0xCCCCCCCC) debug_DisplayError (debug.cpp:455) description = 0x0012F644 -> [8] { 63320, 18, 63348, 18, 63084, 18, 52978, 154 } flags = 13275028 (0x00CA8F94) context = 0x00000000 lastFuncToSkip = 0x00000000 pathname = 0x00000000 line = 1242700 (0x0012F64C) func = 0x00CA53DA -> [8] { 137, 69 ('E'), 240, 198, 69 ('E'), 223, 1, 131 } suppress = 0x004F9870 -> [8] { 139 (0x8B), 69 (0x45), 236 (0xEC), 80 (0x50), 232 (0xE8), 234 (0xEA), 84 (0x54), 241 (0xF1) } filename = 0x00000001 er = -33686019 text = 0xCCCCCCCC emm = { pa_mem = 0x0012F684 } wseh_ExceptionFilter (wseh.cpp:238) ep = 0x0012FFF0 -> { ExceptionRecord = 0x00000000, ContextRecord = 0x00000000 } func = [1000] 65021 65021 65021 65021 65021 65021 65021 65021 65021 65021 65021 65021 ... lastFuncToSkip = 0x00000000 message = [500] 0 0 0 0 0 0 0 0 0 0 0 0 ... messageFormat = 0x00000000 descriptionBuf = [150] 65307 18917 65304 18 15136 163 0 0 65176 18 51829 153 ... description = 0x0000002F file = [100] 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) 52428 (0xCCCC) ... er = 0 nestingLevel = 1 (0x00000001) line = 3435973836 (0xCCCCCCCC) flags = 0 (0x00000000) CallStartupWithinTryBlock (wseh.cpp:378) ret = 1245060 (0x0012FF84) 00000000 ret = 2147315712 (0x7FFD7000) errno = 0 (?) OS error = 0 (no error code was set) SECOND ERROR (After choosing "exit" on first error dialog) Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x000046FC) Location: unknown:0 (?) Call stack: 00000000 errno = 0 (?) OS error = ? -
The latest revision (7627) compiles, but throws an error immediately when run. The error has to do with the core count of processor. Assertion failed: "apicIdStorage[0]" Location: topology.cpp:167 (ApicIds) Call stack: ApicIds (topology.cpp:145) uninitialized = 0xCCCCCCCC apicIds = 0x00000000 cpu_topology_Detect (topology.cpp:292) topology = { numPackages = 0 (0x00000000), coresPerPackage = 0 (0x00000000), logicalPerCore = 0 (0x00000000) } 00000000 topology = { numPackages = 0 (0x00000000), coresPerPackage = 0 (0x00000000), logicalPerCore = 0 (0x00000000) } ActivateCounter (whrt.cpp:56) counter = 0x0012FEF4 -> (ICounter) GetNextBestSafeCounter (whrt.cpp:70) InitCounter (whrt.cpp:105) 00000000 CallFunctionPointers (winit.cpp:71) begin = 0x0012FF28 -> 0x0012FF74 -> end = 0x00C824A8 -> 0x8BFC4589 -> t0 = 10783052 (0x00A4894C) t1 = 5143154 (0x004E7A72) winit_CallInitFunctions (winit.cpp:88) 00000000 initterm_e (:0) __tmainCRTStartup (crtexe.c:421) wmainCRTStartup (crtexe.c:404) CallStartupWithinTryBlock (wseh.cpp:378) ret = 1245060 (0x0012FF84) 00000000 ret = 2147307520 (0x7FFD5000) errno = 0 (?) OS error = 0 (no error code was set) [edit] I can click "continue" and get the game to start.
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Recent changes (multiplayer etc)
WhiteTreePaladin replied to Ykkrosh's topic in Game Development & Technical Discussion
ERROR: CXeromyces: Failed to find XML file audio/actor/mounted/movement/walk.xml ERROR: Failed to load sound group '/actor/mounted/movement/walk.xml' Happens when a horse unit is first moved. Not critical, but thought I'd mention it. [edit] I just realized that I don't have all the art/sound locally due to you helping me save space with a stripped down SVN, so that may be the issue. -
There is also a free version of Sketchup, but I don't think it can export in that format. Also, Blender requires a full python install in order to export .dae. (However, python is also free and is very easy to install.) I would highly recommend Blender 3D as it is free and very powerful; it does take some effort to learn how it works though.
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Have these been taken into account yet?
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AoM-like pathfinding/movement
WhiteTreePaladin replied to Ykkrosh's topic in Game Development & Technical Discussion
If shroud of war/darkness is not considered free space, then exploration requires many mouse clicks and constant attention. In AoK, one could simply send a scout to some distant unknown place and check up on his discoveries later at a more opportune time. It's an issue of what level of knowledge the unit should have and how much exploration should be micromanaged by the player. -
Training queue design
WhiteTreePaladin replied to Ykkrosh's topic in Game Development & Technical Discussion
Why a faster training time and resource discount? I think just a faster training time is enough. Also, for simplicity, maybe have buttons for 5, 10, 15 unit batches and avoid custom batches? -
I thought I remember there being three votes for 1024x768 earlier. Did my vote get lost during the remake of the poll?
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Wildfire Games Application Form
WhiteTreePaladin replied to Kimball's topic in Applications and Contributions
This is not the correct place to post applications. To submit an application, post a new thread in the applications forum here.