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Itms

WFG Programming Team
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Everything posted by Itms

  1. Silk Road indeed sounds really nice to me
  2. 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!
  3. 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
  4. 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.
  5. 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!
  6. gameboy: What happens if you clear the cache?
  7. 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
  8. 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.
  9. I would agree. What about "Bully"? (same verbe tense as Pierce, Crush, Hack) I don't think so. Some units could be good at 'intimidating', especially when it comes to houses and civil buildings, without having a large strike power (and that would add more variety of course)
  10. Had to revert the technology changes because there are problems with Unicode See #3262 for more information.
  11. I did what I could in this commit I may have made mistakes on accentuation (because, y'know, accents ) and I tried to be consistent (all χ go kh instead of ch, η is ē and not è nor i, etc.). It doesn't seem to be possible to add carets (^) to o macrons (ō) which I used to transcribe ω. So either I shamelessly replaced ῶ by ώ either I ignored the accent. Please report any mistake I could have made
  12. Hi Fabricius, you're correct indeed. I think I remember somebody already reporting that mistake (unless it was for Spartan women, can't remember). I'm going to go through the Greek names and see what can be fixed I'll keep you updated!
  13. I originally disliked this topic because there's no point in talking about 0BC if we can't see what it is (understand, play it). Now I also dislike it because people think they understand thermodynamics, which is a field even more prone to stupid interpretations than quantum physics is.
  14. You should pay attention to using the good terms for converting/capturing: the former is for units, the latter for buildings. This should hopefully be enough to avoid confusion in the discussions! Only capturing is implemented, not converting, so your request doesn't (yet) make sense. (And sorry for nitpicking )
  15. Hello av93, the pathfinding development is coming along. When it's in better shape I will make a public announcement to make players test it, to fix possible bugs before inclusion to the game. If you don't have news, it doesn't mean it is stalled, it just means trying it right now would be a tad disappointing!
  16. Before the issues are addressed they need to be reported! The construction bug and AI bug are linked to the pathfinder and it is being replaced, so just stay updated The visibility bug is unknown to me though, could you send the commands.txt corresponding to that game? See . Thanks in advance!
  17. Not all red water causes are fixed atm, see #2692 where a patch is awaiting for review. When it's committed it would be nice to see if it fixes your reproducible test case.
  18. Thanks for having anwsered niektb Indeed the new pathfinder is there on GitHub, pull requests and comments are welcome! Thanks for your will to contribute.
  19. sanderd17 summed up what I basically wanted to say; I'd like to add my two cents: - I really like the idea of having workshops, but indeed they would be useless the way you see them. What I imagine would be a bit different. You could have a building called Workshop, and once it's finished you can choose one bonus, that costs a little amount of one resource regularly, and grants a bonus. You can toggle off the bonus to save your resources, or to choose another one. For instance, you could have the "Improved axe" bonus that costs metal and boosts gathering wood from trees; or "Improved military food" that costs food and gives your soldiers a stronger attack (or stronger morale once conversion works). What do you think? - Civ bonus based on god choices would be interesting but they should remain realistic and not involve surnatural powers; so I don't see many possibilites (more morale, friendship easier with AI players, maybe?)
  20. Did you test modifying the min range to a non-zero value, e.g. 0.1? If it works, the 0 value is the problem, else the bug is about modifying the min range.
  21. The entire source can be browsed in our bugtracker, and here is the file where Fixed are defined: http://trac.wildfiregames.com/browser/ps/trunk/source/maths/Fixed.h The 'fixed' type we use is defined line 334: typedef CFixed<i32, (i32)0x7fffffff, 32, 15, 16, 65536> CFixed_15_16;typedef CFixed_15_16 fixed;
  22. Actually it was ready to release at the end of last week but we had to fix two last-last minute bugs that made us repackage the game twice (and packaging takes hours, plus we have to coordinate the packaging to be able to upload the RCs, in a word it takes days). Currently the RC3 is available here: http://releases.wildfiregames.com/rc/0.0.18-rc3/ If nobody finds a bug in it we can release, everything else is ready. We're really sorry for the time it takes, we're also a bit tired of waiting because we can't push modifications to the game during the meantime!
  23. If we don't have time to officially release and you still want to give A18 a try, the RCs are there and working.
  24. But if the building is destroyed the effect disappears too, right?
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