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Everything posted by vladislavbelov
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Any more up to date manuals for Atlas?
vladislavbelov replied to AgamemnonPhlemnon's topic in Scenario Design/Map making
What do you mean by textures blend? No, bridges mostly hacky implemented. But @sanderd17 has some patches about terrain modificators, which could allow less hacky bridges. -
Any more up to date manuals for Atlas?
vladislavbelov replied to AgamemnonPhlemnon's topic in Scenario Design/Map making
Mostly on wiki, but it's not very big. Also you could ask here, on the forum. Which features are not included? -
Any more up to date manuals for Atlas?
vladislavbelov replied to AgamemnonPhlemnon's topic in Scenario Design/Map making
It's not implemented yet, but I want to. Currently you need to edit mapname.xml. -
Currently all objects have obstructions only on plane, and to make it 3D only need to add a height. But objects have different form, so to make really good obstructions we need to add 3D collider mesh, which is the really complex task.
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Hi, @pAris, I think it's not updated yet, but it'll be soon, I hope. It depends on packages publishers.
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Related changeset: https://trac.wildfiregames.com/changeset/19877
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No problem, just noticing for future. About the issue: it's the known issue, Alpha 22 will be released soon, try it when it'll be available.
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Which version of 0AD do you use (SVN, Alpha 21)? P.S. It'd be better to hide amount of text under a spoiler.
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Alpha 22 - resourceSupplyType is undefined
vladislavbelov replied to WhiteTreePaladin's topic in Bug reports
When it happened? Time from start of the replay. -
It'd be good to have it in Atlas or Actor Editor instead of using command line tools. Which are not really familiar to artists. Or another way: I made few simple plugins for Blender and it's easy enough to create. So we could create a plugin for it too. Another profit, plugins for blender are mostly written on Python, so it'd be easy to add it. So artist even doesn't need to open Actor Editor/Atlas Import/Command line tools.
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You probably run the Python 2.7 instead of 3.5 by the error text. To run exactly 3.5: add a full path to the python.exe in the cmd (i.e. C:\Python35\python.exe) or change the PATH environment variable to the newer Python's version.
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Replacement of temples for hospitals.
vladislavbelov replied to Ilya_rimade_'s topic in Gameplay Discussion
Quote from https://en.wikipedia.org/wiki/Hospital#History: -
I like capturing, but it could be improved. About capture + delete to destroy a building: I think deleting shouldn't be an immediate process, it needs to be a continuos process. It could be faster than capturing.
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This height is mostly for the terrain, not for water. It could be used for high mountains.
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Cannot see all files in Visual Studio
vladislavbelov replied to dvaosta's topic in Game Development & Technical Discussion
I thought --atlas, no? It works for me. Also it needs put wxWidget inside a library folder. -
Good idea for terrain rendering, it's static. But decals have a form, depended on terrain height.
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It requests higher version of OpenGL, @Yves works on it.
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I'm looking at the storehouse and understanding: we need ambient occlusion. I need to reveal some old threads about SSAO.
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Was there the same problem for any other program? Also do you have an antivirus/firewall, which could deny access?
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Scouting: Auto Option vs Pure Manual
vladislavbelov replied to sphyrth's topic in Gameplay Discussion
I like auto-scouting, but problem is that a scout unit shouldn't behave itself like it knows a map. Because it'll allow a cheat for an obvious reason. So we need to calculate really accurate, to prevent self-breaking. I have some ideas about it, but it's only ideas with some drafts, need to find some good sources. Also it'd be good to have options for auto-scouting, i.e. follow only beach/shore line to find water borders. -
WIP Cinematic camera
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
There were introduces some major and useful things for cinematics. I'll fill a wiki page on http://trac.wildfiregames.com. Changes: Atlas add/remove paths Atlas change position of each node of each path (by mouse) Removed OOS for multiplayer games and non-visual replays Added more detailed javascript (triggers) support Planned changes: Change path/node duration in atlas New methods for javascript More detailed info about each path Path preview, what camera sees in a time position by slider or separated window without game starting Fix current issues with scaling. simulation speed Atlas path adding without javascript (triggers)