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Everything posted by Itms
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About the Roman Hastatus, it is specifically mentioned in the template that they can't build wooden towers or palisades. So it is not a bug, it is wanted. You can still discuss that on another thread if you feel this is really missing.
- 12 replies
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- bugs
- Pathfinder
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I made several mistakes with the latest pathfinder commits so I cancelled everything in a commit this evening. You'll have to rebuild though, I hope I'll find a way to make (good) progresses tomorrow.
- 12 replies
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- bugs
- Pathfinder
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There you go: it's fixed in r16981. Thanks for reporting, and don't forget that commands.txt are needed to solve problems efficiently. Also please note that I had to modify the entity numbers in your file to make it work, else nothing was happening...
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Well, I was actually told it was far better since latest builds, so I would need a commands.txt where you show the problems in order to fix them.
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In the next version there is a loot counter in the summary screen (post-game).
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This is a problem coming from graphics. What is your config? Do you have the latest drivers installed for your graphics card?
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Atlas terrain painting unusable / extreme lag
Itms replied to wowgetoffyourcellphone's topic in Bug reports
r16914 should make things better. It needs Atlas to be rebuilt though, else you'll have to wait for an autobuild. -
Thanks for the file, taking a look
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When it is out (probably in a month or so), the pathfinding lagging will be less annoying but still present. And a lot of new unit motion bugs will be here. So it is still quite "under the hood" and you'll have to wait for some time before the gameplay feels significantly better.
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Hi! Could you go to "Start Menu > 0 A.D. alpha > Open logs folder" and attach here crashlog.txt, crashlog.dmp, and maybe interestinglog.html (the last one only if you didn't restart the game since the error occured) Also, you can go inside the folder sim_log, find the folder corresponding to the hour you played the game, get the commands.txt which is in that folder and attach it here also. Thanks for reporting
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Hi, we considered that indeed, and we decided to do nothing because of the prohibitive price of certificates. But we also heard about Let's Encrypt and will definitely look into it when it's available.
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You can start immediately and propose patches related to tests. Our bugtracker and wiki have all the information you should need for starters: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers You can skip the 'Finding a task' part because we don't have a lot of pending tasks related to tests currently. Don't hesitate to ask on IRC about finding your way in the code.
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"I used to be a modder like you"
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Hi. As your offer is an actual offer and not a spam, I suppose we can let it here. However, 0 A.D. is a free, open-source game relying exclusively on the work of volunteers. If any member of your team wants to help with animations on their free time, they would be warmly welcome, but we won't collaborate with proprietary work producers. On a more general level, advertisement of any kind is forbidden on our forums.
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You don't need to extract the mods, just place them like this: mods/modname/modname.zip
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Achieved with auras?
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Silk Road indeed sounds really nice to me
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RoN/Empire Earth Type Mod (From 0A.D. to 21st Century)?
Itms replied to nightovizard's topic in Game Modification
Rogue Republic started as a modern warfare mod for 0 A.D. but they decided to develop on their own at some point. But this is definitely possible to do that with our engine All the best for this project, we're looking forward to your contributions! -
The commands.txt would be nice, but only if it is from r16764 or later (I'm sometimes changing a lot of things that can break old replays) In any case this bug is known, and easy to reproduce. We'll try to fix it before A19
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Sorry for misunderstanding. Actually Atlas doesn't work on Windows XP. We still support XP as a playing platform but, as XP support has been discontinued by Microsoft for more than one year, we are not able to make everything work on this system.
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Are you using git or svn?
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Dear players and contributors, As some of you may know, I have been working on integrating the new pathfinder, designed by Philip (Ykkrosh) some time ago. After months of work, I am proud to announce that the new pathfinder has been included in the SVN version of the game. However, you must not think every problem 0 A.D. encounters has been solved. The new pathfinder is in, but a lot of features are still to be implemented and some new bugs have necessarily been introduced. What is the new pathfinder? The new pathfinder is actually a new long-range pathfinder, and the short-range pathfinder has been modified and tweaked a bit to adapt it to the changes. The new long-range pathfinder implements an optimization of the A* pathfinding algorithm, known as JPS (some information here). It also comes with an entirely new "hierarchical pathfinder", which doesn't compute any paths but deals with the connectivity between two points on the map. As a consequence, it is now possible for the pathfinder to know when it is useless to try to compute a path, thus improving the performance. Before, the pathfinder computed a lot of paths before understanding that some point was unreachable. Why is not everything fixed with the new pathfinder? The main thing is that the new pathfinder is designed to solve the big problems that the old pathfinder had (for instance the discrepancies between the long-range and the short-range pathfinder, the fact that the AI couldn't access the pathfinding code, and also performance). However, not all its features have been implemented. There is still a lot of things to do, but now that the new pathfinder is in, this work can be done. On top of that, things that used to work, like formations, are not properly supported yet by the new pathfinder and are currently disabled. A lot of bugs that were fixed in the old implementation are likely to reappear in this new one. What is still to be done? - Already almost ready, but still not in: Improve the grid update performance - Coming soon: Reenable formations JPS cache Remove the AI pathfinder Discover and fix unit motion bugs introduced by the pathfinder change - For the future: A lot of things that are now possible! What else can I learn about the new pathfinder? A PDF, written by Philip and currently being updated by me when I have time, is here. You can also take a look at Philip's progress reports he wrote when working on this new pathfinder here. What can I do? You can help us by testing the game and giving some feedback! Please open Trac tickets only when you are 200% sure it is not already reported (see the list of open problems here), else post in the forums and we will do our possible to file the issue and try to fix it. We would like to have a not-too-buggy A19 despite including this huge change, which is not a simple objective. Please help us!
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gameboy: What happens if you clear the cache?
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Hello Staffo, thanks a lot for this really nice review! I'd just like to point out that you mentioned we need help in the development area (which is true) but we're also in need of artists. If you could add that to your conclusion that would be extra kind Have fun with the game and stay updated for news
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No, I really think it's a good implementation of the system. Sorry for my misunderstanding of the "Capture Attack" thing btw. I think the real problem is that not all units have a capture animation right now, which looks weird But using the cheering animation doesn't sound good at all, because it would just look like some mystic conversion, which doesn't make sense for buildings.