Jump to content

Kimball

WFG Retired
  • Posts

    1.621
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Kimball

  1. Agreed, but don't rule out the possibility of several "advanced' tutorials that explain different tactics and playing styles, perhaps how to adequately deal with certain types of enemies, or a more comprehensive faction-specific scenarios.
  2. I made sure the application wasn't selected (and thus not receiving input from the mouse) while it loaded and tried clicking on the map. I think you're right, it probably is a camera issue but I don't see any way of fixing it. Perhaps when I get through these build errors this issue will go away. My build could have been faulty somehow. Juicyfruit, I have boost version 1.48.0. I couldn't find any boost folder in /usr/local/include and I'm not sure if that's a problem.
  3. If anyone's got a minute on IRC, I've got an error when I try to build the game (and I'm not sure what else might come after that's taken care of). Here's what I'm getting: ==== Building ActorEditor (release) ==== test_LOSTexture.cpp test_TextureConverter.cpp test_TextureManager.cpp In file included from /opt/local/include/js/jspubtd.h:97, from /opt/local/include/js/jsapi.h:47, from ../../../source/scriptinterface/ScriptTypes.h:81, from ../../../source/simulation2/system/Message.h:21, from ../../../source/simulation2/system/IComponent.h:22, from ../../../source/simulation2/system/Interface.h:21, from ../../../source/simulation2/components/ICmpRangeManager.h:21, from ../../../source/graphics/LOSTexture.h:21, from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:20, from ../../../source/graphics/tests/test_LOSTexture.cpp:14: /opt/local/include/js/jsproto.tbl:67:5: warning: "JS_HAS_FILE_OBJECT" is not defined In file included from ../../../source/simulation2/system/Message.h:21, from ../../../source/simulation2/system/IComponent.h:22, from ../../../source/simulation2/system/Interface.h:21, from ../../../source/simulation2/components/ICmpRangeManager.h:21, from ../../../source/graphics/LOSTexture.h:21, from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:20, from ../../../source/graphics/tests/test_LOSTexture.cpp:14: ../../../source/scriptinterface/ScriptTypes.h:92:2: error: #error Your compiler is trying to use an incorrect version of the SpiderMonkey library. ../../../source/scriptinterface/ScriptTypes.h:93:2: error: #error The only version that works is the one in the libraries/spidermonkey-tip/ directory, ../../../source/scriptinterface/ScriptTypes.h:94:2: error: #error and it will not work with a typical system-installed version. ../../../source/scriptinterface/ScriptTypes.h:95:2: error: #error Make sure you have got all the right files and include paths. In file included from /opt/local/include/boost/unordered/unordered_map.hpp:17, from /opt/local/include/boost/unordered_map.hpp:16, from ../../../source/simulation2/Simulation2.h:28, from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:22, from ../../../source/graphics/tests/test_LOSTexture.cpp:14: /opt/local/include/boost/unordered/detail/allocator_helpers.hpp:29:5: warning: "BOOST_UNORDERED_USE_ALLOCATOR_TRAITS" is not defined /opt/local/include/boost/unordered/detail/allocator_helpers.hpp:193:5: warning: "BOOST_UNORDERED_USE_ALLOCATOR_TRAITS" is not defined In file included from /opt/local/include/boost/unordered/detail/equivalent.hpp:16, from /opt/local/include/boost/unordered/unordered_map.hpp:18, from /opt/local/include/boost/unordered_map.hpp:16, from ../../../source/simulation2/Simulation2.h:28, from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:22, from ../../../source/graphics/tests/test_LOSTexture.cpp:14: /opt/local/include/boost/unordered/detail/extract_key.hpp:54:5: warning: "BOOST_UNORDERED_USE_RV_REF" is not defined make[1]: *** [obj/test_Release/test_LOSTexture.o] Error 1 make[1]: *** Waiting for unfinished jobs.... make: *** [test] Error 2 Also, I was able to build the game a couple days ago, but I ran into a weird issue. I can start the game and everything, but I can't see anything; it's all black. I can tell it's all loaded because the map is there and when I hold Q or E, the map rotates as if the camera is rotating as well. This happens in Atlas too, but for some reason the ActorViewer works. I can't find anything in the Terminal log that would indicate any type of error. Also, the Alpha 7 precompiled package from this thread works great on my computer, with the minor issue that it's not Alpha 8 (and Atlas doesn't work). Here's a screenshot and some system info: OS: Mac OSX 10.7.2 (Lion) HW: MacBook Pro (15-inch, Mid 2009) 2.8 GHz 4 GB RAM NVIDIA GeForce 9400M & 9600M GT 64-bit kernel enabled GV: Alpha 8 Custom Build (r10814)
  4. "Those who are crazy enough to think they can change the world, usually do."
  5. If you're still around, try on the IRC channel. irc.quakenet.org #0ad
  6. Spahbod is right; you will need to be able to script in Atlas before this is possible (aside from getting really creative and setting up a self-explanatory map that can teach someone how to play the game - it'd be a hell of a challenge!). There's not really any foreseeable timeline for this feature at this point. If I'm not mistaken, I believe we intend to develop some sort of tutorial map sequence as an optional intro to our campaign, but don't let that stop you from making your own when you're able to.
  7. As far as I'm concerned, it doesn't hurt to try.
  8. I realize me not being around much serves to discredit my suggestions to some degree, but I have lots of friends who I know would love the game. Unfortunately, they all use Macs (because they're undergrads), and I'm reluctant to tell them about the game for this reason. As a goal for Alpha 9 or 10, we should greatly simplify the installation process on Mac OS. Currently, you need to download and install Macports from their website, and then go through a rigorous process of installing all sorts of libraries (which requires a bit of a knack for computers to even understand), and then you have to figure out how to build the game, which is a monster of its own. For them, popping a CD into their Xbox is much easier than going through this sort of hassle, and we'd lose a certain audience if I were to show them the game today. Windows users download one build of the game that runs independently without any further action from the player. I'd like to see the same for Mac (and if it were done while I'm still in school, it'd be nice for me to be able to utilize this pool of students I temporarily have access to). I'm not sure what sort of effort this will take, but it should certainly be something that's done (and done regularly; i.e. for each subsequent release) before we go into any sort of Beta phase.
  9. It tends to be easier to stay active and motivated when we have fewer responsibilities. The great majority of the team are students, so naturally we have a lot more time to spare during the summer and on breaks. Simply put, there are four ways in which we could be spending our time: Studying Socializing Sleeping Developing You get to pick 3. Naturally, game development often falls by the wayside (because nobody really wants to be a hermit). The good news is, it's Christmas break, so there's a possibility you may see something from us in the next month. Stay tuned.
  10. The team is currently struggling a bit, but be assured that we haven't forgotten about it completely. We're just very busy people! Also, if you've tried to register on our forums recently and either haven't been able to or were never approved by an administrator, please contact one of us. Matthijs and I were getting several emails a day from bots registering and it just got to the point of being obnoxious. As soon as I figure out how to keep bots from registering (shouldn't be too difficult, just takes some time), I can open up registrations again. In the interim, you're going to have to have one of us approve you manually. You can email support(a)sciondevelopment,com and one of us will help you out. Thanks for your feedback guys, it's always good to hear from our supporters!
  11. I think you're misunderstanding me. I'm not in support of copyright infringement, but the wording of this particular bill is so vague that it's rather all encompassing. It could potentially shut down a site like YouTube in the U.S. due to the sheer volume of the videos in violation of the regulations outlined in the proposed law. This would include any video made using a copyrighted video game (for example, any third-party game reviews, Machinima and others), and could potentially apply wherever prosecutors see fit (for example, if someone uses a faux lightsaber effect in one of their videos, that could constitute as copyright infringement under this bill). So for that reason, that it was written rather hastily, I am in direct opposition of this bill.
  12. I realize this isn't the place for politics, but I feel as though this is important and it affects all of us. Before you write this post off and go about your day, please hear me out. Soon, Congress is due to vote on a bill that proposes loosely worded restrictions on copyright infringement that could make everything from uploading clips from movies and TV shows to clips of video games to lip synching over your favorite song illegal. Here's the catch though. You are permitted to upload nine videos of infringement. The tenth one is where you cross the line from "frowned upon" to felony. Yeah, that's right. Felony. If you have 2 minutes to visit this website and write a letter to Congressmen urging them to not let this bill slip through the cracks, please do so. It will make all the difference about the future of the internet. http://act.demandprogress.org/act/ten_strikes/%3Freferring_akid%3Da1932571.410203.1Frn9a%26source%3Dauto-e
  13. Used to be used for checking alpha transparency in textures, but I can assure you that no one in the Art Dept. uses it any longer.
  14. For objects in the editor, I think this is a great idea. Watch any of the Overgrowth editor demos to see examples of how that feature is useful in a ton of different situations (they also have a feature that allows you to overlay a color tint to any object to increase the feeling of "naturalness" in maps). For human units, this would be sort of obsolete at the scale you're suggesting. Even zoomed in, the differences probably wouldn't make anyone remark on how detailed the game is (which is literally the only benefit to this feature). We also don't expect players to pay close attention at close zoom distances, as the game is best played from further away.
  15. There are just a few to choose from... http://en.wikipedia.org/wiki/List_of_Roman_deities#F
  16. First of all, for those of you watching this from the embedded video, stop what you're doing. Watch here instead: Second, Paul, this video is fantastic! A bit repetitive if you watch the whole thing, but it does a great job of showcasing the additions that have been made since the last video we released. This belongs on ModDB. AFAIK you have posting permission there, so feel free to upload this whenever you've got a minute. Bravo!
  17. If possible within a reasonable amount of time/effort, we ought to try and get this worked out before the release. Although we currently don't have extensive OSX support, players should at least be able to build the game on their own at each scheduled release.
  18. He means trading. You can't just get free resources from the market. You have to have something to get something in return.
  19. The lazy man's, "I agree with this." Reminiscent of many communication board's implementation of karma points. See ModDB comments for an example.
  20. I realize this is a known issue to some of the programming dept, but I wanted to make sure it was documented somewhere as well. System Information: Here's what I get when I try to build/run the latest revisions of the game:
  21. I believe I can speak on behalf of the programmers in saying that performance is definitely a priority. But understand that most of us (to my knowledge) aren't using extraordinary hardware either.The game runs fairly well on my laptop as well with full graphics settings, even at extreme zooms that would cripple my system in some of the Age of * titles. In the interim, consider turning off fancy water and shadows. Those are some of the more taxing features and turning them off until the game is improved a bit might put you at ease.
  22. Well, rjs23's online matchmaking site has been down since about a month after he started it. It's not a priority for the development team, but it is a goal. Don't expect it to show up soon, but it will happen in the future.
  23. It might be best to organize this into a six-team match (by faction choice). If so desired, you could specify that the room is between two factions only, and the first to eliminate the other would effectively win. Other players would cycle in and out, but there's a cool-down period after a player quits (say, 5 minutes or so). If all players are eliminated during that cool-down time, the other team wins. Just a thought.
×
×
  • Create New...