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feneur

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Everything posted by feneur

  1. Defined when we get there The aim is to release a new alpha every other month or so, but it depends on so many factors it's hard to say anything with any more certainty than that. Then, when all the gameplay features are implemented, continue with betas (focusing on balancing, bug fixing, and campaigns and so, perhaps some non-gameplay-related features could be added in beta stage as well, like on the graphics side) on a similar schedule until the game is finished
  2. Just tested today and it seems like the map files are actually saved in %appdata%\0ad\cache\mods\public\maps\scenarios We really need to get this sorted out, because that's for sure not where I'd look for them
  3. I don't know anything about how Mac does things, but perhaps it works like Windows (and afaik Linux as well for the most part) and installs the application data in another place than the applicatoin itself?
  4. F10 is used for the menu at the moment, whether or not that should change is another matter, but I think F1 should be saved for help. At least in my experience Esc would be more intuitive as it's used in many other games, though preferably keep Esc for closing dialogs as if I recall correctly it's harder to implement if the same button does different things. (Don't quote me on that though, I'll leave it to the programmers to know how hard it is to implement something )
  5. What formats can Bryce export to (if any, it almost sounds like you're saying it can hardly export files at all )?
  6. In Alpha 5 it's not possible to set that in Atlas, it is possible to set it in the XML file though. Probably easier to wait until Alpha 6 is released where more control over players is included in Atlas
  7. See the Maps section of the Design Document for a list of all planned biomes: http://trac.wildfiregames.com/wiki/Design_Document#Maps But the short answer is yes, there will be winter maps as well
  8. Yeah, it's more that I personally don't use them (the arrow keys are at a better position for me as I'm left-handed, I can see how the WASD keys are better for someone who's right-handed though ) and we already have the arrow keys, so it's locking up four keys for functionality we already provide. It's definitely not a big deal though, especially since it should already be possible to remap the keys in local.cfg I'd guess. Or at least if you have write access to default.cfg Either way customizable hotkeys via in-game dialog is definitely a feature I hope we'll have
  9. Though I'd personally probably want that to be removed so we can use those keys for i.e. building shortcuts etc Though there are 20 letters more we can use, and while i.e. the Civ centre might benefit from a one button shortcut (like AoK) I think the others probably can use use eg Ctrl+[letter] so that makes 19 available for other things, so probably no big deal either way
  10. With those specs you shouldn't get that problem. There might be issues with the driver or something, but a computer with those specs should be able to run the game well even at this moment. I'm afraid I don't have any idea how to debug it though, but hopefully one of the programmers will.
  11. Welcome Kenny! Nice to read your introduction and I hope you'll enjoy being a part of this forum and also that you'll soon be able to contribute
  12. It's more about the concept of ships being built from the dock than 100% realism. And also, would you want to have 3-5 units tied up creating a canoe while they could gather resources or help defend your city? (Added to that it would also mean more work, having the canoe built outside the dock would mean we'd have to create animations for it )
  13. Ooh Looking forward to getting beat by your next version =)
  14. May most definitely be. I just haven't had the issue in a while so I haven't looked for it =) After taking a look, indeed there is one. My bad.
  15. Been thinking a bit more, and it would probably be pretty pointless to have a forum for just one or two people. So, it would be great if people who'd be interested in such a forum would reply here so we can get an idea about how many people would be interested.
  16. The problem with GSOC is that we need to have someone who'd be able to mentor the applicant, and at the moment at least the programmers already working on the project don't have time to do much more than program themselves. Maybe something for the future, but at least for the foreseeable future it doesn't seem too likely we'll be able to participate in GSOC. The documentation for new programmers (http://trac.wildfiregames.com/wiki/GettingStartedProgrammers ) can probably be improved, but we do have such a list already: http://trac.wildfiregames.com/query?status=new&status=reopened&keywords=~simple&order=priority
  17. Good to know my criticism was so well received It's so hard to know how things will be interpreted, especially over the internet, so when I remember it I try to err on the side of being too apologetic and polite
  18. A nice piece of music, but currently I don't think it's something I'd enjoy having as background music while playing. It's something about it that's a bit disturbing/annoying. Not necessarily of the kind that makes it a lesser piece of music, but it's a bit too distracting if nothing else. First it's that "clicking" in the beginning, it might just take a bit getting used to, and at least you feel some progression in it so it's got some reason to it. Second though just seems annoying in the way/extent it's used now: the background humming (or if I'm allowed to use a figure of speech I'd call it brown noise =) It's just how it feels to me, so don't see it as me saying your music is just noise, just a way to describe it. ) It's fine in the first seconds, say 25-50, but after that it gets a bit too much imho. If there would be some variation to it it would be one thing, but now it's just there all the time. Apart from those things I'm sure I could enjoy it after some more work is done to integrate with the rest of the score (and I'm only offering my opinion, not saying that I will oppose the track being included if the things I personally don't like about it aren't changed or that I will hate it, just that I won't necessarily enjoy it if those things aren't changed ). In the end I guess that at least the beginning sounds a bit too modern to me. Not as much in the sense that it's specific to our time period as in the sense that it sounds more like an art installation (or background music for one) than music for a game. It might just be me who's conservative or doesn't like the same things in music, so no offense intended.
  19. Sweet And while you're working on camera stuff, could you add (/readd) a reset camera button for when you've gotten in those situations where you cannot get back to a good view again? (I haven't noticed that recently, but on the other hand I haven't been excessively rotating the map recently =) )
  20. Cool Thinking a bit more about this it would probably be a good thing if there was more than one moderator to share the load. It may not be necessary to be two or more to do the actual moderator work, but as the community is going to be fairly small at the beginning it might be a good idea to do things like translate the news post to Italian and such. Exactly how it will be done is of course up to the eventual moderators, but it's probably not a bad thing to do something like that to get the discussions going
  21. Anything in the Developer overlay is just that, a developer tool, so it is not meant for ordinary, balanced gameplay. Not that you cannot use it when playing against an AI or so, just that it's not a representation of how the game should work
  22. For now you need to make sure the exit is positioned in the right direction, later it should automatically align to the shore so you can't place it in a bad direction.
  23. Ah, yeah. Probably not all that relevant for now, just thought if it wasn't too hard to do you could as well do it while working on these things EDIT: Sorry for just heaping criticism (though constructive) on you, I really think the work you've done so far have been great
  24. I don't speak Italian so I hope you can use Google Translate to understand what I write: The best would probably be to have entire forums in other languages (like Italian), run by others. But it is certainly an option for us to host a section with discussions in Italian. For that to work we need people who speak Italian to volunteer to be moderators, so anyone who speaks Italian (or other languages as well if there's enough interest) and who is able to spend say an hour each day moderating such a forum please either contact me or post in this topic so we can discuss this option. (It's probably best to post here so everyone can be a part of the discussion.) Our main focus will always be the English-speaking forums as that's the language most of us speak when we talk with each other, but we definitely want people who are not as good at speaking English to be able to discuss the game. The question is just how to best do that, either way we need help to do it as no one on the team speaks Italian as far as I'm aware So please post and we'll see what we can do
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