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Everything posted by vladislavbelov
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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: -
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.
