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elexis

WFG Retired
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Everything posted by elexis

  1. From IRC: < LordGood> it works, though my previous concerns with the top of the tower getting lost in the background still apply I agree, the wooden part is not easily enough distinguished from the background. Also noticed that the rooftop is behind the wooden part (Z order issue) At the border of the top of the arrow there are some white / light gray pixels. I suggest you zoom in closely and just paint over those individual pixels. It usually indicates some wrong editing when there is a border of pixels remaining that were previously blended with a lighter background. The black line at the top of the arrow looks a bit distracting.
  2. But you made me curious, what issues/improvements do you have in mind when refering to the trade dialog?
  3. To me it sounds like you saved before #4277 and tried to load with a later revision.
  4. Suggestions are always welcome and in particular new UI ideas are good material for new contributors. Writing a ticket with a well defined small task like adding few more infos or control elements to the trade dialog and it's likely that some random guy will deliver it, I've seen it so often in the last few releases and some of these fellows stay
  5. @wowgetoffyourcellphone The new map preview images look nice, but perhaps it is easier to just overlay two images, one with that circular frame that is transparent in the middle and black outside and then the actual preview image below that. Thus avoiding the duplicate work. Match screen: Did you mean #3987? Postponed isn't cancelled :-)
  6. Indeed it differs from our survival of the fittest map as players still fight between each other. We could add a checkbox to the gamesetup deciding whether the gaia waves should be exponential or stay at a constant level (or perhaps a dropdown giving more choices on the intensity of waves). This way players could modulate whether it will be some zombie invasion gameplay like survival of the fittest or whether the gaia waves are smaller distractions when fighting the other players like on the "gallic fields" skirmish map. Btw thanks to fatherbushido gaia-, AI- and other non-player controlled units are now much smarter. They dont capture the first house encountered but walk past buildings to kill the women and infantry, becoming a much more considerable threat r18765
  7. Alpha 21 engine version is not enough, it must be from the exact same revision. There should be a timestamp in the metadata inside the zipfile, that should give a hint on which revision was used.
  8. All victory conditions should become boolean options, so that we can play with an arbitrary set of victory conditions. For the same reason the "last man standing" mode wasn't made some victory condition but consciously setup as a boolean. The "survival of the fittest " "mode" would just be another checkbox. It also wouldn't become a victory condition because it doesn't have to decide when someone has won. Same goes for the "nomad" "mode" btw, every map should support that, independent of all other "modes", I hope we can do all of that next for alpha 22 :-)
  9. After playing caledonian maedow matches that have like 10-15 gaia units between enemies including few champions, I came to the same conclusion, that we need a "survival of the fittest" gamemode that works on every map. IMO it were sufficient if every map places something like trigger points on land and sea to spawn gaia units. The map scripts would have to ensure that the placement is not unfair.
  10. Scipio: blurry logo on the helmet the face is a bit blurry. Check the techs for colorizing black n white photography, one can change the color of the pixels while keeping the brightness and contrast the same, thus not modifying the facial structure at all. not sure if you want to portrait them exactly as they were, but if so, then the nose doesn't match the eyebrows should become visible too
  11. The first sentry tower portrait seems reasonable to me, but I agree that the towers itself should look different too.
  12. Perhaps only one arrow to show the difference? (Yes, a bit lame xD)
  13. Greetings from out of memory (http://trac.wildfiregames.com/ticket/4190/)
  14. Please explain how to produce this error, perhaps upload the map if its complicated.
  15. We recently added a workaround to show the phase requirements tooltip again.
  16. To generate the same map again, one needs to have the same number of players, their civs, their team numbers, mapsize, mapname and seed. Hence I don't see players profiting from specifying the seed in the gamesetup.
  17. Do we have to disable stuff in deathmatch at all? In that gamemode everything is available anyway and reaching age 3 will take few minutes regardless.
  18. There should also be a tech to reveal enemy heroes if it's a regicide game (perhaps only for some civs? perhaps also to reveal the wonder in wonder victory games) "Conquest Structure" gamemode will work with that regard (except docks as they can still be outside of any territory and the player might still want to use them to trade or build warships)
  19. @niektb the blur doesnt look much different from the one in persian hall, perhaps the glow part shuld be interpolated?
  20. The main reason to have a tool to take those screenshots is not because it's easier to use, but because it could enforce a standard format. 400 x 300 px² are used, but the image size must be 512x512 px² The preview image should show the entire map (see Red Sea preview image) and use as much of the screenspace as possible (well picked inclination) Some maps might look better with size normal, others better with size large. The used pixels of the resulting image should remain identical.
  21. It has become one of the best random map scripts of 0 A.D, yielding a unique map with every generation. Everyone give FeXoR a some applause Would be great to see some more maps using this mechanism.
  22. It did change after you last commented on it, I guess no comment means the most recent comment is still accurate
  23. Sentry tower icon: We should also have a new icon for the sentry tower I guess, as the wooden tower icon doesn't really fit anymore. Ishtar icon: I see you removed that golden artifact from the right column, but the blue color looks too bright / saturated. The new golden banner above the gate looks good. There is something green at the archway. Perhaps the color of the green pixels can just be changed to blue so it won't be noticed without repainting. @niektb Do you think the top half (mostly the merlon) looks okay?
  24. Someone should find that ticket or make a new one if there is none. Don't forget the matchID: g_GameAttributes.matchID = Engine.GetMatchID(); If you played with AIs, you should reinit the AISeed as well gameAttributes.settings.Seed = Math.floor(Math.random() * Math.pow(2, 32)); -> That 32 might change again, it were better to unify these 3 attribute changes to a new helper function in gui/common/ and use that helper function in the gamesetup and this new place Indeed the button must be disabled for multiplayer. Multiplayer restarting would be handy, but is more involved as there would have to be new network packets telling the clients to reconnect.
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