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Everything posted by niektb
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You might want to merge some stuff since there are a lot of directories right now: I was thinking of the following structure: Main CoM forum project forums (in which everything project related is discussed) /1,000 A.D. /Aristeia /ROME (Or any final name) /General Topics: - general discussion and ideas - announcements - FAQ - recruitment /Game Dev Topics: - Bug reports - Programming tasks tracking - technical discussion /Art Dev Topics: - Art task tracking - Fan art /Project Managment Topics: - Recruitment - Signatures & Logos - repos Still I don't say this is the best way to do so, but it's just an idea.
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Let's see... Currently in this topic is being talked about the following: - signatures & logos - mod launcher - github repos - General discussion about CoM and it's aim - recruitment ideas etc. So it is indeed steadily growing and it might indeed be useful to create a sub forum. (And then moving the existing subforums, eg 1,000 A.D. into CoM's sub forum, to get a subforum in a subforum?)
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Just curious of what you think of this. I think I'll write a entity modding tutorial around. (2nd page shouldn't be there) Entity relations.pdf
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This looks good, but only applies to Linux users and for Git purposes, I don't know if the Git transfer is already good enough, better stick with TortoiseSVN for the time being. (And I thought Haskell was fancied in University? Not by students though)
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To summarize: - Decide what you do like most, since it is going to cost a lot of effort and time with ups and downs. You can either decide to come up with something of your own (Random Map Scripts, AI, Gameplay) or pick a task from the trac. 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 - Ask for help when you run into problems or do not fully understand it. In doing so, you can either decide to place a topic here in which you explain what you are doing and your questions or ask someone directly by sending him a PM. Some tips: Make sure you get the source from SVN, since the alpha releases aren't very up-to-date. For instructions: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers When writing out ideas think in terms of algorithms. What would be needed to achieve something? Which steps do you have to take? And so on.
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LordGood is however right that we should not lose overview. But what we are doing now is called 'Brainstorming' (=spamming ideas). Next step is picking good and achievable ideas and decide how to implement them in game.
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No, you'd better start with JavaScript. That is much easier to start with.
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What do you want to program? The game is really diverse: Random Map Scripts, AI's, Gameplay, Engine (Not recommended to start with), Graphics (shaders, also not recommended to start with).
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Sorry for the delay: The signature from Windows 8: Googling tells me that nvoglv32.dll is from NVidia, that explains why it doesn't happen with your AMD card. The mainlog gives 3 warnings, not related to HQDOF though: The interesting log is empty, no crashdump is created. System_info.txt: commands.txt is empty.
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Here is the more info: Paths are still placed in water, same goes for trees. Some questions: - what are the numbers doing in the constraint of avoidClasses? - How do I optimize to make the map run more fluently? (It currently scores ~20fps max, while normally it runs at 50~80fps (At Alpine lake skirmish) - Currently there is an open space (near the edge) even though there doesn't run a path, how do I remove it? schwarzwald.zip
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It seems to me that the Heightplacer still doesn't function correctly. [more info later]
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Shader programming: where to start?
niektb replied to niektb's topic in Game Development & Technical Discussion
No, my latest result was the first image you encounter when you scroll to the top. It discouraged me to go any further. The problem is that I have no idea what input I get from the engine and what I should send back. -
Shader programming: where to start?
niektb replied to niektb's topic in Game Development & Technical Discussion
An interesting announcement: http://richg42.blogspot.nl/2014/01/vogl-opengl-tracerdebugger-bonus-content.html?showComment=1389950449081#c343074267754586249 Valve has released a OpenGL debugger for Linux and made it opensource: https://github.com/ValveSoftware/vogl -
I noticed a few other pyrogenesis games: http://www.moddb.com/games/red-march http://www.moddb.com/games/byzen We might want to contact their devs and see if we can adopt parts of their code (Byzen for example features a campaign or at least should) Red march isn't very far in progress but who knows.
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Pick as much as possible places to recruit, if you know people around who might be interested, don't hesitate to ask them. So feel free to ask your friends / classmates. About websites: I guess we should target moddb and this forum mainly. But if someone can think of other good places, just do a post there. Does some has connections in the twcenter forum? (Since there are a lot of modders around there)
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I'm not sure what you mean with the brown color, but you should swap the green inner circle with the blue circle (what you see in center of the now green circle are actually waves ) That is what I meant in my sketch.
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Ah sorry, my sketch was a bit misleading, there is no island (not yet) because it is hard to do with the current terrain generation algorithm. It is an open space without trees and in the center is a lake. Maybe I will try to do so in future releases but it is not a priority yet.
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Of course you need to download 0 A.D. but only one mod. Not a mod with the content then another having some gameplay, then another one for Scenario's etc. etc.
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I need some help with painting: I want to paint the watertexture but somehow it doesn't work: This is the painting code: var placer = new HeightPlacer (ByHeight[0].height, ByHeight[3].height);var painter = new LayeredPainter([tWater, aReeds], [4,2], paintClass(clWater));createArea(placer, painter);Also I used code to place paths through the forest but that does only work partially as it should avoid the water path (might be related to the problem above) createArea(placer, painter, avoidClasses(clHill,0 ,clWater, 4, clBaseResource, 4));I'm just curious on what that number does after clWater. Attached is the full code. Schwarzwald.zip
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Yes it is possible to set different rights to different repos for a user. The problem actually is that the Aristeia mod isn't up-to-date anymore and gives a lot of errors while playing (yes, I've tested it myself long ago) Secondly it's possible from the game to load different mods at once, but it isn't very user friendly to do so in the release (having a gamer download several mods at once before able to play etc.) But could be done for testing purpose, for the release however it should all be in the same mod folder.
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Yes, though you should pick certain positions to prevent impossible to reach places.
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By exactly typing that codebox. No need to put something in front. .sh files are comparable with .bat files in windows.
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Done! Hmm, it might be that a general description of the Council and what it is doing is required. That can be easily added
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I thought of the following map: Schwarzwald This is a map with a rich valley in the middle filled with a lot of resources. Players start on the hills near the edge of the map. This is a map with a high forest density (Like AOEII's Black Forest map) The generation script is based on FeXor's Realistic Terrain Generation method. Spoiler The only thing I need to know is how to bias the realistic terrain generator to create a valley. Furthermore do I want to know how you made sure that the levels are playable. I noticed BTW that a lot of other RM-scripts use a heightbased texture painting too without looking very tiled. I'll try and see if it works for me. Some questions were raised during the process: