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Itms

WFG Programming Team
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Everything posted by Itms

  1. 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?)
  2. 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.
  3. 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;
  4. 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!
  5. If we don't have time to officially release and you still want to give A18 a try, the RCs are there and working.
  6. But if the building is destroyed the effect disappears too, right?
  7. - I've looked at the license for this engine, but I just want to clarify: Is it possible and legal to publish a game using this engine commercially, say using Steam as a platform? The conditions seem to imply that I can so long as the source code is made freely available, but I just want to make sure I am not misunderstanding. You must take a look at the LICENSE.txt file and, for each part of the code, read the corresponding license and see if you can. I think you can't for some though. --------------------- For your other questions, most are possible to add in a mod. If possible, I indicate what amount of work it would need IMO: - Is is possible to slow the turn rate on units such as chariots and siege weapons? I'm not really a fan of such high turn speeds, and seeing as my game will involve more vehicles I'd like to change that. I notice birds taking their time to turn and bank smooth and slowly, so I imaging it's at least possible in this engine. Very easy - Are projectile weapons such as flamethrowers or a steady beam possible? I image workarounds by just having an extremely fast rate of fire, though I imagine the issue of the firing unit cycling through its fire animation very quickly coming up as a result. Rather difficult, might be necessary to tweak the engine a bit, but might be possible without - Is it possible to build structures in different ways other then a civilian? For instance, I select a building and it has an option to add another building adjacent to it? Rather easy - Is it possible to require a structure be in the proximity of another structure in order to build? The best example I can think of are Protoss Pylons from Starcraft. I imagine it might be possible in this engine seeing as you can only build inside territory and other buildings such as mills seem to have area of effect buffs on nearby farms. Already in the game, but you will need engine changes to see the range effects, which is planned - Is it possible for a civilian or builder unit to actually "build" other mobile units instead of bases? For instance say I wanted a civilian to build a spearman instead of a house, would there be any issues in the engine doing that? Easy - Is it possible for a building to change the texture of the ground around itself within a certain radius when it is built? No, the engine can't do that for now - Is it possible for a structure to periodically spawn units, gather-able resources, or other entities without player input? Very easy - Can the engine support more then its four current resources? If not, is it possible for the string descriptions of each resource to appear differently depending on your faction? For example to faction A the Food Resource appears as "Food" in text, while to faction B it appears as "Energy". Very difficult, but no problem with the engine (problem is the resources are really hardcoded in the 0 A.D. vanilla mod) - Can structures slowly generate resources? I notice that the corral currently in game says it is capable of doing so as long as sheep are garrisoned, though it seems that feature is currently disabled. Is there a way to enable it, and if so without needing sheep or other units? Already in the game, there is a wonder which does that - Can map based/NPC factions with AI exist separate of playable factions? For instance one map could have a nest of wild creatures that create a handful of units and gather some resources, but otherwise doesn't expand past their initial base. Rather easy, see the map A Silent Day in Gaul (not in the main game yet) ------------------ We have a semi-official community of modders in the community, so I suggest you contact them for more information. Some people from it will probably stop by this thread and say hello Welcome to the community! Looking forward to your contribution
  8. The fix is ready, I just have to profile performance to check there is no problem with it. So it will hopefully be fixed later today.
  9. No, this is not wanted behaviour at all, don't worry! Sorry for the inconvenience, I will fix that asap. Replying to some opinions above, the current system (once the bug is fixed) can lead to some weirdness, see ticket #2710.
  10. This is not a compile error, IntelliSense is the syntax analyzer of Visual Studio.
  11. That's a really interesting possibility, too!
  12. Well, as a good example for the current discussion (which is quite out of topic ), you have fogging which was a big feature. However, I had to work on fogging performance until this very week. Including "big" features is nice, having them really working is both necessary and difficult! Back to the topic: I'd like to propose Rododactylos, which is the Homeric epithet associated with Eos, the Dawn, and which literally means "rosy-fingered". I think it suits the release which is a performance update, with a more swift gameplay, so the image of the flower is fine (see also previous release, Quercus ), and the dawn can be related to future new features in A19, and also to the beta that is getting closer. Thoughts?
  13. I can't get these errors, did you do anything special to trigger these?
  14. It is fixed in r16281! Sorry for the inconvenience!
  15. Hi everyone! As you may know, we're getting close to releasing Alpha 18, which will be a more stable release with a lot of bugfixes, tweakings and improvements. I open this thread to collect the community's ideas about the name of the release. We are looking for names beginning with "R", with historical roots, adapted to the time frame of the game, and the more original the better! Thanks a lot in advance for your ideas
  16. I see two reasons: - First, the lag is mainly (and by mainly I mean 99%) caused by the game which is slow on your own machine (as it is on every machine, but hopefully we can provide you important improvements in the upcoming releases). The performance bottlenecks can be even more important in MP games but it is not related to sends/receives across the network. - Secondly, and this is true for all modern games (and a lot of modern software), as nearly nobody has 56k modems, game devs don't even work on network usage optimization. AOE1 devs probably invested a lot of time in improving that, and that time can be saved for other things in modern software development.
  17. FeXoR, you nearly gave me a heart attack but actually yes, this is all (hopefully) fixed now! About the prop/decal thing I don't know what you are talking about, I have zero knowledge about graphics. My changes shouldn't have any impact on the issue as far as I understand it.
  18. Sorry for the late answer, but I fixed the problem in http://trac.wildfiregames.com/changeset/16254. Please report if you encounter other problems!
  19. Oh hi, I missed this forum post, sorry for that. I am waiting for some patches to be committed before I look into it, but I will fix that before A18. Thanks for reporting.
  20. This should be discussed with Pureon, and if it is agreed, I'd like to try to address some concerns raised by Erutuon here before. I should have plenty of time in January to work on it.
  21. Itms

    Racism

    I'm not sure it's ok to display these discussions publicly on our forums. I'm even reluctant to use the terms "strong language" when I read this. Moderators need to be notified for sure, but we should think of a system that could directly point them to the logs instead of having to take a screen and associate what was said with 0 A.D.... EDIT: On second thought, I actually removed the image from the post
  22. Thanks for the input Erutuon I wasn't aware of the long-short distinction in Latin. I'll see if it's possible to improve that. However, I am aware of the rules about stressing. What happened is that, during recording, we couldn't manage to get a decent result with the correct stressing: the phrases sounded artificial and emotionless, without any intensity. Maybe we could try again, but I'm not certain we can achieve a good-sounding result with stresses. And finally, I never heard anything about this nasalisation and it seems pretty weird to me. Amongst Latin languages, the ones that are closest to Latin don't have any nasal sound. Could you give a few sources as reference?
  23. The changes you propose sound super-heavy, and we wouldn't choose to spend time on these only to ease Android porting, because we already have much work to do on the game itself! The developers made a handful of choices across the years and now that things are settled it is better to avoid complete turnabouts. On top of that, the Android port should be more or less working already, the only missing thing is an active development of it. But of course, no one will prevent you from working on a way to use QtCreator as IDE, and so on. Having more toolchains available for contributors can be very interesting.
  24. The application form is not needed for programmers anyways
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