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feneur

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Everything posted by feneur

  1. 1,4, the last couple: Just not implemented yet, but it should come eventually. 2,3: There will be a better walls/towers/gates system, something like in most games where you click to place an end-point of the wall and then click to place more end-points (and the game inserts the pieces between). Gates and towers will most likely be upgrades for the wall. Walking through gates is not implemented yet either, but will be at the same time the rest of the wall system.
  2. For me that belongs more in city-builder/simulation type of games (which I generally avoid since it's frustrating to have to deal with the way people react to your actions as well as to fight the enemy -- or build the best town or whatever -- but I'm sure there's a place for that kind of game as well, I'm just not a fan ). To me real time strategy games are nice since they are not all that complex, you can focus on the fun parts without all those frustrating things. I mean I turned off environmental effects in Empire Earth 2 pretty quickly, and so on . Things shouldn't be too random in my humble opinion =) If we're talking more generally though and not just my personal opinion: I think it's more suited to games like the Civilization series where you not only have much more of a government system that affects things (could perhaps be added to an RTS game, though personally I prefer to have that layer of interference between me and the units removed) it's also turn-based which means you have time to think about what effects your choices will have. In an RTS game you have to react to things much quicker and don't have time to think about your choices too much, so to me that means you shouldn't make things too complicated. Feel free to describe more in detail how you think it would add to the gameplay and how it should work, perhaps someone will create a mod for it or it could inspire the main game in some way even if we don't include the feature itself.
  3. More hotkeys etc here: http://trac.wildfiregames.com/wiki/HotKeys
  4. Playing around a bit trying to create a fog effect I realized that the trees don't go all that well together with particles: Also, not sure if it's a bug or a feature, but since particles can have position set they sometimes affect an area quite outside the point of origin and that sometimes causes them to "jump into view". I should probably just make the effect cover a smaller area though (As you can see in the below screenshot with just one "point of emission" it's not all that huge an area, it was more when I had several "instances" of the particle effect and was fairly zoomed in that it sometimes caused issues ) EDIT: Couldn't help but create another screenshot: It's too much fun to play around with particles Gotta stop now though or I'll get up to late to go to work tomorrow
  5. And not to forget, it's far more fun to create something of your own rather than just putting together pieces from a building kit
  6. Instructions are here: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide more especially you need to check out: http://svn.wildfiregames.com/public/ps/trunk using an SVN program such as TortoiseSVN (linked in the guide).
  7. You speak about the Celts and Hellenes, what about the Iberians? (I'm guessing you may be running the Alpha 4 version rather than the SVN version though, a tip might be to do the later if you want to support Iberians by the release of Alpha 5 )
  8. In any case 0 A.D. is a 3D game and cannot/will not be changed. That's just not going to happen, so sorry if you'll not be able to play the game, but we can't start over and create another game just because not everyone has a computer that supports 3D.

  9. I don't have any statistics for all computers in the world, but I'm pretty sure most desktop computers in the last 5-10 years should at least support 3D to some extent, at least those sold in the west (=Europe, USA, Canada etc, I'd thought Italy would be included, but I don't know enough of the Italian computer market to be sure). Many laptops should as well.

  10. 0 A.D. may still be in Alpha stage, but the project has been in development for many years, so it would still mean that we would have to throw away a lot of work/content. Also, we're doing this in our free time, so "failing" isn't the same as it is for a company which has to make money.

  11. If you want to write a longer message please send me a private message (Click "Send me a message" to the left of these comment)

  12. As I tried to explain in the thread: We would have to start from the beginning, creating everything again. So it would not be easier, and definitely not quicker. Also, most computers should support 3D. Your current computer maybe doesn't run the game well, but in a couple of years when the game is finished you might have another. Either way this project is too far developed to change now.

  13. No and yes =) We're not going to have ages, but rather "phases". Symbolising the growth of a city/colony from a Village, through Town to City. Each new phase will allow new buildings to be built and technologies to be researched (and with the new buildings new units). As it is now the different phases will not be visually different (i.e. a Civic Centre will look the same in both Village, Town and City phase).
  14. Well, we'd have to create a completely new game, new content, a new game engine, for that to happen, so it's not going to happen. Most modern computers should be able to run the game though, especially if you remember that it's not finished yet so fewer people will have old enough computers not to be able to run the game. It's still sad if not everyone can run the game of course, but while we intend to try and make the game run on as many computers as possible there will be a limit. A graphics card with 3D support is definitely required, and unless we'd start a new project that would not be possible to change.
  15. Thanks for the tip on how it might be fixed. We'll see whether our web dev guy thinks it's easy enough to be worth spending any time on or whether it's better to spend time on our new website instead, but thanks for the idea nonetheless.
  16. Cool. I'm going to move this topic into the modding sub-forum though
  17. Just built the game today and got the below error when running the game: Function call failed: return value was -100101 (Case 1) Location: smbios.cpp:54 (SMBIOS::GetTable) Call stack: SMBIOS::GetTable (smbios.cpp:54) table = (unavailable) tableIds = (error -100500 while analyzing vector<size_t >) SMBIOS::InitStructures (smbios.cpp:392) table = (error -100500 while analyzing vector<unsigned char >) strings = (error -100500 while analyzing vector<char const * >) next = 0x00000000 ModuleInit (module_init.cpp:47) initState = 0x0063CF04 -> 100004 (0x000186A4) init = 0x00446610 -> (SMBIOS::InitStructures) SMBIOS::GetStructures (smbios.cpp:665) initState = 100004 (0x000186A4) os_cpu_MemorySize (os_cpu.cpp:73) memorySize = 3327 (0x00000CFF) RunHardwareDetection (hwdetect.cpp:223) err = 1075221626 (0x4016947A) caps3 = 25624576 (0x01870000) un = sysname = "ƒERIK-11D29BC4D4" nodename = "29BC4D4" release = "‰5.1.2600" version = [16] { 0, 1, 0, 0, 11, 1, 8, 83 ('S'), 73 ('I'), 65 ('A'), 45 ('-'), 51 ('3'), 50 ('2'), 0, 0, 249 } machine = [9] { 18, 0, 13, 163, 97 ('a'), 98 ('b'), 112 ('p'), 203, 99 ('c') } file = m_Buffer = px = 0x000016A4 pn = pi_ = 0x00000000 m_BufferSize = 3779571220 (0xE147AE14) code = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) LINE_126_ = m_t0 = 1.23038e-303 (0x010B0000005F46B4) m_description = 0x7C90E920 -> [8] { 35669, 33772, 2284, 22099, 21847, 35836, 3165, 17803 } caps0 = 4294967295 (0xFFFFFFFF) settings = m_Val = px = 0x0000000A pn = pi_ = 0x0012F778 -> use_count_ = 2089877600 (0x7C910060) weak_count_ = 4294967295 (0xFFFFFFFF) caps2 = 2089877600 (0x7C910060) caps1 = 17557312 (0x010BE740) InitGraphics (gamesetup.cpp:866) args = 0x00000002 flags = 4260 (0x000010A4) setup_vmode = false buf = "ﵴ" setup_gui = (bool)0x88 e = (error -100406 while analyzing exception) m_msg = 0x0012FCE0 -> [8] { 184, 254, 18, 0, 11, 238, 90 ('Z'), 0 } RunGameOrAtlas (main.cpp:491) argc = 1 (0x00000001) argv = 0x010B5AD8 -> 0x010B5AE8 -> "H:\0ad\binaries\system\pyrogenesis.exe" args = m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >) m_Arg0 = { (error -100500 while analyzing string >) } paths = m_root = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_rdata = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_data = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_config = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_cache = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_logs = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) replay = m_Stream = 0x00000000 mod = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) zip = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) paths = m_root = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_rdata = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_data = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_config = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_cache = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_logs = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) builder = m_VFS = px = 0x7C90E920 (see above) pn = pi_ = 0x7C9101E0 -> use_count_ = 0 (0x00000000) weak_count_ = 2090061965 (0x7C93D08D) m_Files = (error -100500 while analyzing vector<Path >) m_TempDir = path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) main (main.cpp:512) argc = 1 (0x00000001) argv = 0x010B5AD8 (see above) wmain (wseh.cpp:373) argc = 1 (0x00000001) argv = 0x010B5950 -> 0x010B5958 -> "H:\0ad\binaries\system\pyrogenesis.exe" utf8_argv = (error -100500 while analyzing vector<char * >) ret = 6557736 (0x00641028) utf8 = (error -100500 while analyzing string >) __tmainCRTStartup (crtexe.c:583) nested = 0 (0x00000000) CallStartupWithinTryBlock (wseh.cpp:386) ret = 1489232791 (0x58C3E397) RegisterWaitForInputIdle (:0) errno = 0 (?) OS error = 0 (no error code was set) After I pressed Continue the game started, curiously in windowed mode, but that could be something on my end for all I know Attached is the system_info.txt though I don't know how relevant it is if the SMBIOS thing didn't work :-/ system_info.txt
  18. Most buildings don't do stuff because other things like healing or technologies aren't implemented, so it's not as much that the buildings themselves doesn't work. In either case, there will be buildings that doesn't have any functionality at the moment, and I'd say all buildings will become more useful as the game is developed .
  19. It seems like you're thinking in AoK terms 0 A.D. doesn't have a blacksmith, most military techs should go in the barracks, though possibly some might be researched in the fortress or a special building. Keep the suggestions coming though, we'll see what we'll use in the end, but it's always nice to have alternatives/inspiration
  20. Sorry for expressing myself in a way that was a bit misleading. I didn't mean that the look hadn't changed at all, simply that regardless of whether it's a shader or something else light interacts with the 3d objects etc. It may look different, it may be done in a slightly different way, but it's still light interacting with in-game objects. I wasn't too serious and meant it more as a reaction to how Paul phrased it, but that's hard to get across in a forum post =) As for what a shader is I believe it can be described as "a way to define how light interacts with the 3D objects", which probably was what Paul meant in the first place I was just being silly. Sorry.
  21. That's how I've always have imagined it, I might have misunderstood how it was intended though
  22. Well, wasn't that what it did before as well? After all there were light then as well and it interacted with the objects It's just the behind-the-scenes system that's changed as far as I understand it.
  23. Hmm, I might be missing something/information might be outdated, but the idea is for soldiers to gain experience when fighting. Could you please post a link to where it says otherwise so it can be fixed?
  24. So many cool things (Too bad I don't have time to play with it today, I will make sure to make time tomorrow though =) ) Thorfinn: I'm sure there will be one if not many screenshots, it's probably better to wait until we have some more experience with the particle system so we can make sure the image is as good as possible A quick image for a news post or for Moddb would be good already though imho
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