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Posts posted by fatherbushido
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3 hours ago, balduin said:
The members of the Fork AD team have to prove to the community that they do things better compared to the WFG team. However, keep in mind this discussion is about the Alpha 24 release of 0 A.D. As far as I know this is a milestone in the WFG teams release cycle. Can we please focus 24 Alpha release again.
I invite the Fork AD team to open up their own topic for their own release announcement. However, I do not like negative comments and other personal attacks. Personal attacks are simply unprofessional. I might have to remember the Fork AD team that they forked 0 A.D. and based their project on the work of hundreds of volunteers, putting thousands of hours of work an 0 A.D to bring the project where it is today. The Fork AD team have probably good reasons to leave the WFG team, but I hope they will engage in friendly competition helping and advancing the work of the many volunteers who put their effort in this project in the first place. In short, a hostile fork will help nobody.
Thanks for the lesson.
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23 minutes ago, Nescio said:
that 0 A.D.'s repositories are public so everyone can see development, whereas Fork AD's is private.
That happened for 0 A.D. too (and everything is private before becoming public).
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On 7/8/2019 at 3:37 PM, elexis said:
To answer the question, a lot of the alpha 24 work is in private github branches of different Wildfire Games members for the reason fatherbushido has posted. It's sad to see people decide to try to make Wildfire Games obsolete. I would have wished to continue to cooperate together, but Wildfire Games has a 20 year history, has created this very software and the online platforms and to me this is a value byitself to maintain rather than to actively help tear down. So I have to support Wildfire Games and 0 A.D. at the pice that I will have to pay for that.
As my name is mentioned here, I permit myself to precise things to not mislead people.
Fork AD is exactly saving those 20 years history. Who is closer of the 2000's team? neither current WFG team, nor fork AD team. The more obvious difference is that WFG is linked to SPI and some previous/current donation handled in that context.
So it's a matter of choice (and choice leads to freedom): Gredzinger vs Captain Harlock.
PS: I'll stop the discussion here as it's already offtopic, if one wants the last word, I let it to him.
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On 7/10/2019 at 12:41 PM, (-_-) said:
Swimming is already in the game. If not, there should be a patch somewhere.
I remember that a Fork AD developer worked on that.
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21 hours ago, balduin said:
Can somebody provide the major milestones/features for Alpha 24? Maybe with some estimates how much those are done?
I am really eager to get more information regarding the status of Alpha 24.
There is also that spiky project but you need to be armored enough: https://wildfiregames.com/forum/index.php?/topic/25134-fork-ad/
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(Not about ram so a bit offtopic.
It "worked" between r16907 and r17784. It didn't "work" and it was removed from templates in r18766.
A proper solution needs to change/fix many things before.)
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6 minutes ago, The Undying Nephalim said:
Is there any way to make an Entity invulnerable to damage? I removed all instances of Health in its file and parents, but now the entities in question cannot be captured, despite having a capture bar. I need buildings that cannot be damaged in any way but can be captured by troops.
That's a "bug" which needs to be fixed. A previous dev often pointed that many times.
Meanwhile, you can just set a big armour/armor or perhaps use <Undeletable>true</Undeletable> in Identity - I don't recall how that works (see catafalque).
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Good luck @Alexandermb!
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(I'd bend to wait for AlexanderMB though)
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1 minute ago, Stan` said:
Yeah really sorry about that.
2.80 seems really an improvement, so it's better to start with that
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22 hours ago, Stan` said:
Also I tested @fatherbushido those new reexported anims work in Debug mode.
Obviously if you removed the 3 duplicated vertex groups.
Did you use what AlexanderMB had started?
(for those who have issues, .blend are for >=2.80 it seems)
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There should be some kind of pin/faq about that recurrent topic.
https://wildfiregames.com/forum/index.php?/topic/6046-women/
https://trac.wildfiregames.com/wiki/Manual_Units#FemaleCitizen
https://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Player%3A_Support#FemaleCitizen
https://trac.wildfiregames.com/ticket/952
https://trac.wildfiregames.com/ticket/3122
[...]
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2 hours ago, coworotel said:
Single path to victory is almost inevitable, in the pro competitive games. You have an optimization problem, eventually the best players find the optimal or semi-optimal algorithm and then that's what will be done to win. How to avoid this? Only if a problem with many equally good solutions is designed, but that will mean the game's balance has god-level perfection. Which now is the opposite, only 3 civs stand any chance of winning in competitive mode, all of them by using mass ranged units/booming.
Yes. See all the past release and their (mp) meta.
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40 minutes ago, coworotel said:
- make a balancing mod (just changing stats)
That was said a lot of time and made a reality by former and current devs (by providing the technical solutions).
That's why all the current discussions are kinda irrelevant. Many people use an adblocker, what is the official one? ;-)
EDIT: here is a good place for everybody to discuss of balance though!
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3 hours ago, Ozerol Notna said:
Well that's pretty dumb. Do you think there'd be a way to seperate damage types based on units? Like having pierce dealt by infantry do less damage to a ship than a ballista?
If you want to handle more cases, you have to use an object (or something like that) instead of a single number for attack bonuses.
It's a bit heavy for the benefit but well that's easy to do.
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1 minute ago, borg- said:
This is a mod, I did this so players can play a decent game. If this is not implemented well, the mod will continue there.
Yes, everybody is free to do his mod afaik.
And a23 make it easier to provide mod, so the whole lobby can even play it even if it's not "implemented".
Technical solution provided by current and former wfg devs made that kind of discussions irrelevant in fact.
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6 minutes ago, Lion.Kanzen said:
It is interesting to note that Goku's power level (Sentō Ryoku) is actually read as over 8000 in the original Japanese and English-translated mangas as well as the original Japanese anime series.
Yes!
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Thanks @Alexandermb for handling that in a pro way ;-)
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6 minutes ago, Crynux said:
My concern with the arrow is that if you get a good few archers in some area, they can spawn triangles quite quickly.
It's even worse if you have bad archers as all the projectiles will remain on the ground if they "miss" their (or a) target.
6 minutes ago, Crynux said:but it looks like more justification is needed?
Yes! iirc they did that before alpha23 release so it was a bit done on the fire.
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@Crynux: see
https://code.wildfiregames.com/rP21732 (I didn't find the related diff proposal)
https://code.wildfiregames.com/rP21783 (see https://code.wildfiregames.com/D1467 for the work before)
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2 hours ago, Stan` said:
They will have multiple attacks. I dont know how yet but they will
2 hours ago, wowgetoffyourcellphone said:In DE, not sure about core game,
[...]
Mauryan Maiden Archers can switch between arrows, fire arrows, and sword.
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3 hours ago, wowgetoffyourcellphone said:
If gaia owns it then you can't control it of course. If you own it then you should be able to control it.
Then they are not wild anymore ;-) The truth lies elsewhere
===[COMMITTED]=== Animations
in Completed Art Tasks
Posted
Nice you are saving a big part of art!
If you need help for something don't hesitate to ask.
What do you mean?