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Itms

WFG Programming Team
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Everything posted by Itms

  1. Hello gudo, could you add me to the list ? My real name's Nicolas Auvray and I contributed as a programmer. Thanks !
  2. As many already said, I think we could focus on translations, or at least on the deployment of the localization system in the game. And of course our main goal shall be getting rid of performance problems...
  3. LAVS, I really like the 6th, as you do. Could you make rhythm variations with it, to make a distinction between alerts and end of alert ? Thanks for your work !
  4. Hello everyone, and Merry Christmas ! I am currently working (when I have some time ) on the Alert behaviour, which works like a Town Bell. However, it works with a system of levels so I'd need a set of two icons featuring a horn, meaning "increase level" and "decrease level" (what about a horn with bell down, or bell up ?) Thanks a lot to whoever wants to help me finish the patch with these icons !
  5. No, I can't commit, but my patch is ready. Even if the team accepts it, we need the icons to commit the feature on the svn.
  6. I just updated a new version of my patch ! I still need icons for it ; now I'd only need a button to "increase the alert level" (maybe with a kind of upper arrow) and another one to "end the alert"; whatever the instrument figured is ^^ Thanks !
  7. Hello everyone ! I just posted a new version of the patch on the Trac, to correct all the hardcoded stuff. I decided not to change anything about the number of levels. Currently one can increase the alert level, up to two levels. The first garrisons female citizens, the second all the units. I did decide this because the ideas of two separate switches / several levels of alert are incompatible. Moreover : -> The aim of this new version was to generalize the code, and only two buttons can fit in the UI. With N switches with any N, this is impossible to handle. Here only two buttons are needed (ie. increase level of alert and reset), for any number of levels. -> I was definitely convinced by many of you, who reject automatic micromanagement. The ones who wanted a unique button still can toggle the button to the maximum level to garrison everyone in the closest building. -> If the programming team wants to change level 1 to "garrison citizen soldiers", it's now up to them, my new code allows it. Thanks for participating to the topic !
  8. SDM : For one level, which units should it put under alert ? All or female or workers ? Lion : So, how many levels would you need ?
  9. Thanks anyway ! Other opinions about the number of levels ?
  10. You're right about the 3 clicks ; but the idea was to have a finite radius for the bell, to only raise the alert in a specific place. However, we also could change entirely the point of view and implement a general alert level which would alterate the units' behaviour ? (for instance see comment #9) Personnaly, I don't like much the idea, especially because of the global range -> many people agree on a finite bell radius, I do too.
  11. It wouldn't be logical to use the minimap if the alert is raised by a specific entity (and I think we shouldn't change that).
  12. Thanks for your ideas and points of view ! sanderd : Challenge accepted ! First I'll replace the hardcoded stuff. Replying to the last posts, it seems that the problem is all about micromanagement and choice of garrisoning units. What about using the UnitAI stances (for non programmers, the buttons at the left bottom of the unit's portrait : agressive, passive, standground etc.) ?
  13. My current implementation works with a finite radius around the bell, actually =) What about the number of levels, LordGood ? The idea about defence towers is good, btw !
  14. Hello everyone ! I am currently working on the "town bell" behaviour, which we shall call "alert" as bells aren't appropriate for this historic period. When I began the work, some threads on the forum made me think of a system with two alert levels, ie. a 'normal alert' mode where female citizens, unable to defend, would be garrisoned, and a 'red alert' mode where every unit is garrisoned. In the red mode, war units could for instance increase the attack of the building in which they garrison (I have not yet implemented this idea, I am waiting for the replies in this topic.) Nonetheless, many people didn't see the interest of such a system, and would rather have a on/off switch system. I open this topic to discuss this. Tell me what do you think of the feature, and in the case you want a on/off system, what 'level of alert' do you want (only female, or every unit, or in between). All ideas are welcome ! The patch I have written so far is here : http://trac.wildfiregames.com/ticket/2154 I also need artwork for the buttons, please visit this topic : http://www.wildfiregames.com/forum/index.php?showtopic=17703 Thanks !
  15. The explanation of the three levels is in the patch description I linked in the first post. Please discuss the behaviour of the feature there on the trac, this topic is only aimed at designing ui elements. =)
  16. I disabled this behaviour on purpose. The only interesting situation is when units are garrisoned to resist an attack, so the behaviour "unload+back to work" is only implemented in town bell : http://trac.wildfiregames.com/ticket/2154
  17. Hi everyone. I am posting a patch implementing the Town Bell : http://trac.wildfiregames.com/ticket/2154 To replace the ugliest icons ever made by a programmer testing his patch, I'd need the artwork team to design a simple set of icons figuring a bell, a bell for red alert, and a bell for end of alert. That's what I work with in my tests : It would also be interesting to have a sound corresponding to these three levels, or at least a bell sound. Thanks to all the artwork team !
  18. I haven't yet been on the channel, unfortunately... Now that I really work on the game, I should take the habit to connect me as often as I can !
  19. I've thought of it ! But it is not really linked to this patch, since here we're just trying to handle the citizen soldiers who can both fight and work. I open a Trac ticket to propose the feature. Concerning the topic itself, did you manage to get my patch working ?
  20. I uploaded another version of the patch : http://trac.wildfiregames.com/ticket/799#comment:17 mimo had been able to make it function, does anyone experience the same problem as sanderd17 ?
  21. I always use the last SVN revision (for programming), at this time r13890
  22. 1) We are actually translating a custom Gallaecio version which allows him making more consistent his work on the internationalization system (he shall typically use our translations to test whether it is working and creates no problem on screen) I translated the paragraph from gui/manual/intro.txt this morning, so I think it is not missing in Transiflex ! 2) It surely does imply a compilation, but I didn't intent to do it, I let Gallaecio work on it (he shall explain us how to do when it's ready) ------------- --> PM !
  23. Hello everyone, I've written a patch to fix this ticket : http://trac.wildfiregames.com/ticket/799. It works very well for me, but apparently sanderd17 has not succeeded getting it working. Thus, I create this topic to draw attention on my patch : does anybody manage to use this functionnality ? Itms PS. BTW, I have a few patches waiting for review (http://trac.wildfiregames.com/ticket/1773 and http://trac.wildfiregames.com/ticket/2116) but you can figure out there is no hurry, this is not high-priority work.
  24. Plop, hadn't seen this topic, that way we can meet properly =) If you want to contact me to work together on the translation, feel free ! Plop, pas vu le topic, mais comme ça on peut se présenter =) Si tu veux me contacter pour harmoniser nos traductions, n'hésite pas ! PS : Par curiosité, d'où viens-tu ? Tu vis en France actuellement ?
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