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Everything posted by Kimball
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I honestly don't know how you keep cranking these models out so quickly at such levels of detail.
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Any experts in Collada files?
Kimball replied to Petar Tasev's topic in Introductions & Off-Topic Discussion
Been a really long time since I've seen you around! I could be wrong, but I don't think any of us know COLLADA at that level of depth. Sorry. -
Not everything is designed to represent real life. It's just a game mechanic that allows you to collect more resources.
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I like this.
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===[COMMITTED]=== Mauryan Elephant Stables
Kimball replied to Mythos_Ruler's topic in Completed Art Tasks
Also I think you'd be pretty happy with the new system as well once you convert to Blender. It might frustrate you at first, but it enables a lot more freedom for you as an artist. -
[Scenario]Codename: "Romeland Security"
Kimball replied to desmotes's topic in Scenario Design/Map making
I'm sorry that you have difficulty separating yourself from the negative association, but Michael's right about this. There's no link between the two. In fact, Hitler chose to flip the swastika and tilt it ironically because the Nazi party was the antithesis of peace. If, because of this, you can't look at a Hindu swastika without being reminded, I pity you. No one is trying to force you to contribute, we're just saying that you're being irrational. None of us are saying that it wasn't a crime to kill jews - we're just saying you're misinterpreting this whole thing. To suggest that we did this intentionally to spread Nazi propaganda is beyond me. That's possibly the most absurd accusation I've ever heard made of 0 A.D. I'm sorry you feel this way, and we're sad to see you go, but at least recognize that we're not at fault. -
(My bad...sorry Evan)
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He also recorded a bit inside the aviary. You'll notice a lot of the background "ambient" tracks have lots of birds chirping and such.
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A few years ago, a member of the Audio deptartment took some expensive recording equipment to the zoo. Seriously.
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===[COMMITTED]=== Mauryan Elephant Stables
Kimball replied to Mythos_Ruler's topic in Completed Art Tasks
Well the easy answer is that SketchUp was not designed for the way we're using it. They designed it to be easy to use, so you wind up with a lot of messy geometry. It's like trying to use a WYSIWYG editor to write a standards-compliant website. Remember that the original intention was to model buildings for Google Earth - exporting to common formats came later. -
[Scenario]Codename: "Romeland Security"
Kimball replied to desmotes's topic in Scenario Design/Map making
All of this. It's ignorant to assume otherwise. -
You must be referring to our implementation of the "Y Chromosome Scare of 346 BC". It was an epidemic, you know. This game is committed to historical accuracy and it'd be downright irresponsible if we pretended it didn't happen. Curiously enough, the textile industry saw a considerable amount of innovation that year...
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I honestly don't think this would add anything to the gameplay. While theoretically this is more "realistic", overly realistic games aren't fun. If you bog down gameplay with hyper-micro gameplay elements, like training units as children, remembering to feed them as they grow up and then training them to be soldiers would make for an awful game. More realistic? Sure. More fun for the end user? Definitely not. We've already been criticized for having 4 different resources, but we believe that it works out best for our concept. 5 resources would be too much to handle. /2cents
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===[COMMITTED]=== Mauryan Elephant Stables
Kimball replied to Mythos_Ruler's topic in Completed Art Tasks
Jesus... What's the over/under on how long it would take for the game to crash with a model of that detail? 0.4 ms? -
Triggers (split from A couple of suggestions)
Kimball replied to Kimball's topic in Game Development & Technical Discussion
If it's helpful, I found a really old thread that contains some of CheeZy's wisdom on triggers and a list of proposed effects/conditions: http://www.wildfiregames.com/forum/index.php?showtopic=7274 Good to see that you're making progress on this! (Even if I don't have any idea what you're saying ) -
Feedback: Animations, Hotkeys, Pace of game etc.
Kimball replied to WarriorKings's topic in General Discussion
1. This is out of my area of expertise, so I'll let someone else answer. 2. Once the options menu is implemented, I believe we plan to include this. Currently, you can customize a good number of keyboard shortcuts (and all sorts of other stuff) manually in the config file: 0 A.D./binaries/data/config/local.cfg 3. I think you might be the first person to ever say that the game is too fast. That being said, I can sympathize with the "spamfest" style that games can tend to devolve into, as you so eloquently described it. Once the game reaches Beta, we'll start worrying about things like this. For now, it's more important that we get (mostly) complete iterations of each feature that we want to include in the final product. Once we hit Beta, there'll be a feature freeze and we'll work on making the game faster and more fun. -
Speaking of civ centers, what if we had an "undefined" civ center object that allowed you to pick which faction to play as for any map?
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I don't know what happened, but I cleaned the workspaces and everything compiled fine. Carry on.
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I found the song posted on a free royalty-free music site, so I'm hoping it's alright for use. Please correct me if I'm wrong. Glad you like it though!
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@ Ben: wxWidgets-devel @2.9.3_0+sdl (active) platform='darwin 11' archs='x86_64' Same case with me, the game last compiled on Dec 8th. I updated XCode a few days before that though since I needed the command line tools after I updated to Mountain Lion (10.8).
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Most normal maps have an absolute cap of 300 units. Even if you build more houses and civ centers, you can't go above this unless you modify the map. On random maps, you can set what the global pop cap is - anywhere from 50 to 300 to unlimited. On the page where you pick a map and a faction, click the "More options" button.
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Not sure whether or not this one is known, but this is the error I started getting a week or so ago. If I omit Atlas when I do update-workspaces, the game builds fine but this is what I get otherwise: ==== Building AtlasUI (release) ==== . . . . IGUIObject.cpp Undefined symbols for architecture x86_64: "wxNavigationEnabled<wxNonOwnedWindow>::RemoveChild(wxWindowBase*)", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::AddChild(wxWindowBase*)", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::SetFocus()", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::AcceptsFocus() const", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::AcceptsFocusRecursively() const", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::AcceptsFocusFromKeyboard() const", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation) make[1]: *** [../../../binaries/system/libAtlasUI.dylib] Error 1 make: *** [AtlasUI] Error 2 make: *** Waiting for unfinished jobs.... IGUIScrollBar.cpp 3 warnings generated. IGUIScrollBarOwner.cpp Let me know if you need more info.
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Thanks for the feedback guys. The reason the video is so fast is because my computer isn't quick enough to get a smooth capture against an AI. About 5 minutes into a single player game, I'm down to 15 FPS - not really suitable for screen captures. Once Atlas works on OSX again, I can probably put together a better quality video that's not played back at 900% recording speed. If we wanna put this on the 0 A.D. homepage, we should definitely wait until a bit after A12 has been out.
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Do you mean these?