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feneur

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Everything posted by feneur

  1. As well as other ways, see: http://trac.wildfiregames.com/wiki/HotKeys Rotation is one of the things you can do in the most ways =)
  2. Ah, that sounds like the thing I got: http://www.wildfiregames.com/forum/index.php?showtopic=14904 Will test again now to see if that's still the case with the newest code (just updated and built the game).
  3. Belgian bog. I'll have to test some more, was quite some time since I last played a full game since I've been working a lot lately, but should hopefully have time to play a game or a couple tomorrow though I'll see if I can reproduce it then.
  4. WARNING: JavaScript warning: simulation/components/EndGameManager.js line 120 Script value conversion check failed: JSVAL_IS_BOOLEAN(v) (got type number) Not sure if more details are needed, but for now I'll just mention the basics: Revision 9730 Custom build on Windows 7 using VC++ Express 2010 I'll try reproducing it later, but I thought I'd post it while I remembered it =)
  5. Yeah, that ticket is about this issue. You should at least be able to view the ticket by clicking on timeline and the click on the link in the revision log there. Or rather you can just click the ticket there since it's listed after being updated in that commit (If you can't see updated tickets there's a box in the top right that can be ticked which probably isn't in that case ) In either case http://trac.wildfiregames.com/ticket/879 is the direct link to the ticket. And yeah, it looks as if it needs a rebuild. Also, double posting is ok as long as you've got something useful to say, especially if it's not on the same day. Also, just editing doesn't give any announcement as far as I'm aware. Could send an alert if you've watched the topic for all I know, I never do that, but it doesn't make the topic show up among the unread topics in any case
  6. No, it probably should have a "not working" notice as well, a walls/gate system isn't implemented yet. So you're not doing anything wrong
  7. That might be a good idea yeah, I don't think it would be necessary to add some code, just add [iTA] (or one of the other languages) in the Topic Title field manually and anyone who's interested in reading your post will know what language it is. I think we need more than two people to make it worth setting up though, so everyone who's interested please reply. I do understand that it will be easier to get people interested in the non-English discussion once it exists, but if it's just one or two people the forum will not be active enough imho. (One of the benefits of a project like this is that you get a chance to practice your English though, so while we wait for enough people to show up you might take the chance to try and improve your English. There's definitely a value in giving people a chance to talk about the game in their own language though, I'm just saying that there would not be much discussion if there are not enough people )
  8. Tested and it looks like it works fine. How are you trying to include it? The code they provide should work fine, at least it did when I tested. Could be some settings I can't find that allows me to post but not you, but I doubt that since the only difference in the settings that I can find is that I'm allowed to upload files, and that should not affect images at all as long as you're not trying to upload one, not sure why you'd use Tinypic in that case though
  9. All source files should be in public SVN. Otherwise they're completely missing so they wouldn't be somewhere else either. There might have been an error when you updated/checked out though, try to update to get all the files.

  10. Yeah, there's a limit for when realistic gets boring
  11. The easiest way to copy the errors is in the log file, where to find the log file depends on what OS you're on, on Windows just double-click on the OpenLogsFolder.bat in the top 0 A.D. folder, on Linux I think it's in ~.0ad/logs or something, but hopefully you'll be able to find it
  12. Yeah, much better to fix bugs now than in release That said I haven't been able to reproduce the bug, didn't test too long though so perhaps it's just under certain circumstances. Could you please post the log? Also, does it occur in the latest SVN version? (I.e. 9659 as of me writing this, not that UnitAI was updated in that specific version, but it was updated not too long ago, so just want to be sure we're not debugging an issue that's already been fixed. )
  13. Just to clear out the obvious: Did you get a message from SVN telling you that you've gotten everything? I don't know exactly how things work using the command line (nor Linux, as I'm using TortoiseSVN on Windows =) ) but the thing is that even after you update you might not get all the files. Perhaps you should run svn up a couple of times to be sure (Though if you get a message saying something like "Completed at revision 9657" it really should have downloaded everything, so then I hope someone else is able to help you )
  14. Hmm, I'd say you need to build more often than change stances. However, you may have a point that you might want/need to change stances quickly, while if it takes slightly longer to build a building it might not be a big deal. I'd say you'd be most likely want to use hotkeys if you are keen on speed, in which case which action is most easily accessible via GUI might not make much difference.
  15. That's the old GUI. Current position is not final As with the idle worker button it needs to be integrated in the GUI, but currently it's mostly put in so it can be tested (also the person developing the feature/s is not necessarily the person with knowledge of the GUI, so sometimes that explains things as well ).
  16. Not sure how relevant Poser is for the low-poly units in 0 A.D. but I could be wrong Was ages since I last checked it out, does it do animation or is it just for static files/images? I can remember
  17. Sounds like a good first step And if it still doesn't work, make sure you installed the -dev versions of the dependencies, I'm not sure if that's necessary in all cases, but I think it is at least in some cases.
  18. I'm not a programmer either so I might be missing something, but to get the easy things out of the way first, have you installed all the things listed here: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux ? More specifically Boost.
  19. I hope it's not the raster effect you're after Just kidding. It would be nice to have softer shadows eventually, it's probably better to wait with implementing something like that until the gameplay code is done though, the shadows are nice enough as it is. (That doesn't mean that I'm saying that someone who'd like to implement soft shadows shouldn't bother unless everything else is done, just that if the person in question chooses between doing some gameplay related code and doing soft shadows the former should win )
  20. http://trac.wildfiregames.com/wiki/HotKeys contains a list of all the hotkeys (at least it does now that I added the control group keys ).
  21. feneur

    New Bugs

    Does sound like a bug, though it sounds like a bug in the graphics driver to me. I think someone else reported something similar earlier.
  22. Random maps are implemented (and all those things are possible) There are only a few random map scripts yet though, but that should hopefully change in the future
  23. The location depends on where the map file is saved, and that in turn depends on what operating system you're using, on Windows it's %appdata%\0ad\cache\mods\public\maps\scenarios (just copy-and-paste that into the address bar) on Linux I'm not sure exactly where it is, though I assume it's something like ~.0ad/data/public/maps/scenarios Someone please correct me if I'm wrong). Either way, when you've found the map file open the [map_name].xml file and find the lines which are surrounded by the <scriptSettings> tag. Below is that part from the Acropolis map: <scriptSettings><![CDATA[ { "Name": "Acropolis", "Description": "Four Greek cities duke it out on a gigantic round map. Each city starts on a large flat plateau, or 'Acropolis' and comes with a group of important civic buildings and a battalion of soldiers. The map represents central Greece around the area of Boeotia and Attica.", "PlayerData": [ { "Civ": "hele", "Resources": { "food": 250, "wood": 250, "metal": 250, "stone": 250 }, "Team": 0 }, { "Civ": "hele", "Resources": { "food": 250, "wood": 250, "metal": 250, "stone": 250 }, "Team": 0 }, { "Civ": "hele", "Resources": { "food": 250, "wood": 250, "metal": 250, "stone": 250 }, "Team": 1 }, { "Civ": "hele", "Resources": { "food": 250, "wood": 250, "metal": 250, "stone": 250 }, "Team": 1 } ], "CircularMap": true, "Keywords": [] } ]]></ScriptSettings> Then to each player add the "Team": 0 (or 1, 2, 3 for up to four different teams). It should go right before the closing curly bracket for each civ.
  24. Agreed After all it can be added to the game at any time if it's good code, but if it's just something rushed together to be on time for a release it's not necessarily something that's good enough to go into that release anyway (That said, an idea of the plan can be gotten here: http://trac.wildfiregames.com/roadmap , feature freeze for a release is one week before the release date. Please note that those dates are just planned dates, and may change if we see they need to be moved forward or so But to give you an idea.)
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