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Everything posted by vladislavbelov
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Triggered Day and Night Cycle
vladislavbelov replied to WhiteTreePaladin's topic in Game Development & Technical Discussion
Agree, we should have a component for these goals. It'd be really useful. About the day & night cycle at all: I think it's interesting and looks nice, but sometimes someone may want only night maps, sometimes only day maps and sometimes mixed maps. Won't it be unrealistic, that we have different day cycles with the same game speed? I think it's better to have the day & night change in cutscenes, between campaign missions, but in-game it may look weird. -
Especially since we have charts
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Options menu always tells there are changes when trying to close it
vladislavbelov replied to dvaosta's topic in Bug reports
Which version do you use and which operation system? Also you can repeat it every time when you launch the game? -
I have some thoughts about mods, especially in these cases. If we want to change small function we need to copy the whole file. Could we make a logic, when mods has a javascript file (i.e. Player.js), which has only one function, overloaded from the original one, and we replace it with new version of the function? Or at least make it for components, to prevent such issues. Just an idea.
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0AD Crash after update
vladislavbelov replied to chomps's topic in Game Development & Technical Discussion
You're always welcome. So, I think your problem is solved, I'm glad to hear it. -
0AD Crash after update
vladislavbelov replied to chomps's topic in Game Development & Technical Discussion
So you can't continue after that, right? Also do you have interestringlog.html in the same folder? -
0AD Crash after update
vladislavbelov replied to chomps's topic in Game Development & Technical Discussion
Hi @chomps and welcome to the forum! Could you attach crashlog and systeminfo? -
English version has the same text. Could the sandbox bot expand? I think @mimo could know about. Could you provide the replay file?
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Does it happen immediately after the "Start Game" button, or on loading, or after loading? Most possible it's the driver/SDL/GL functions pointers problem, because we don't use Xorg in the direct way, but it could be some dependencies. Do you have any logs in this (freeze) time?
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I agree with @Sundiata, zooming is the good tool to overview all battlefields, cities, how they look like. Also I don't like many player's colors on units/building, it looks too cartoonly and oddly. I've never met topic restrictions with visualizations, usually I have selected units in a battle, to see what's happening. Also zoom out isn't bad for mircoactions, because you could control the greater number of units/building (what I do usually) and see the danger faster.
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As @Lion.Kanzen said, the main reason is the pathfinder. But it also could be the renderer issue, do you have lags on a game start? You could enable FPS counter to see your FPS.
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Shouldn't it be in wiki and generated automatically, like doxygen?
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Any more up to date manuals for Atlas?
vladislavbelov replied to AgamemnonPhlemnon's topic in Scenario Design/Map making
You could find some tutorials here: https://wildfiregames.com/forum/index.php?/forum/434-tutorials-references-and-art-help/ and https://wildfiregames.com/forum/index.php?/forum/443-tutorials-guides/. -
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: