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feneur

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Everything posted by feneur

  1. Sounds good, with the new softer fog it's still a big improvement from the last release.
  2. I just want to remind everyone that we will be upgrading the forums later today, so both the forums and the site will be unavailable for several hours. See: http://wildfiregames.com/0ad/page.php?p=14391 for a bit more info.
  3. I don't have too much to say about the specifics, but in general I'd say it's not worth supporting too much old hardware, especially not if it slows down development so much that they will be completely obsolete by the time the game is finished in either case About the specific proposals: I have no idea how common either graphics card is/the technical details, but I think the second proposal is a no-brainer. If it gives us benefits, and only makes the game looks simpler on older hardware (rather than not work at all), then I'd say go ahead with it. The others are harder to decide, but that shouldn't be a problem, especially since they game would probably be slow with shadows on those cards in either case.
  4. Looks good, and as long as it doesn't hurt performance I really think showing the building gradually would be a lot nicer. Would the "color buildings black in FOW/SOD" make them look something like the units/buildings in this screeshot: http://www.wildfiregames.com/forum/index.p...pe=post&id=2573 (minus the distance fog)? In that case I'm not too fond of it =)
  5. This upcoming Saturday, 12 February 2011, we are going to upgrade the forums, so for at least a couple of hours the forums and the 0 A.D. website will not be accessible. However, Trac (including the Wiki), and IRC will still be working during the upgrade, as well as SVN and downloading the game. In other words, there are things to do and ways to get information while the upgrade is being done, so we hope it will go by smoothly.
  6. The exact system is not decided upon yet, and there have been different ideas floating around, but we're going to implement some kind of system in any case. And something along the lines of AoE or EE is definitely likely.
  7. In the end we intend to only have siege weapons being able to take down buildings, other units should capture them instead. However, capturing isn't implemented yet so for now I think it's ok that they can bring them down, especially since it takes a lot longer.
  8. Units on walls will be implemented, but probably just stationary units. So no walking on walls etc as it seems like now. Units will be able to run, see: http://www.wildfiregames.com/0ad/page.php?p=10066 (And yeah, it was implemented before the rewrite of a big piece of the code, but is one of the few features that was implemented then but isn't yet reimplemented. Mostly because the focus have been on other bigger features.)
  9. The new fog rendering is from Alpha 4 and higher, as in only in SVN at the moment.
  10. Cool screenie. Gives a nice "world in a bowl" feeling
  11. First when I looked at the picture I thought I was still in the Normal/Spec mapping thread and thought you'd implemented a version of Bloom. I was not impressed. Then I realized it was the Fog-of-war thread and was amazed Great work Philip, if you can get it quick enough this definitely seems like it's the way to go. (It even almost feels like this and the texture bug fix are enough to create a new release, but they're probably not big enough features for most people to care about. On the other hand, if we wait until we have AI before making the release they will probably not get noticed =) They're perfect for small news updates though, so I think that's the way to go. Alpha 4 waits for AI imho.)
  12. Especially after seeing the announcements about the Egyptians I've started to think that the art style reminds me quite a bit about Asterix and Obelix, which is a good thing Not sure if that's a good thing for a game based on AoE, but if you try and look beyond that I guess they'd actually have more success among hardcore gamers without that connection, and for others I'm not sure how much the AoE brand is worth. In either case I prefer to try and keep an open mind about it until I've tried it (Don't judge a book by its cover as the expression goes )
  13. Both should work. Can you get the boat to move to either of those places by making it go shorter parts of the way at a time?
  14. The mods definitely can, not sure if you can. Try editing the topic post, if that doesn't work then just post what you want the name and description to be and one of us will do it. As far as the settings say it should be possible, so yeah, as long as there's no bug in the forum software you should have no problem editing the title/description.
  15. 4. Aha, it is the tooltip that is displayed in a place where it goes outside the screen. I think that's a known issue, in either case it should get fixed eventually. 7A. What should happen when you don't have a rally-point set? 17. That's something that hopefully will be implemented eventually, but small things like that will probably have to wait (or get fixed when a developer is bored with a bigger task =) ).
  16. I think the announcement came before the events in Egypt started, but yeah, the timing could have been better.
  17. 1. Most, if not all, sounds should be considered placeholder sounds at the moment, we hope to add more appropriate sounds and ensure that the units/buildings etc use the correct sounds during the course of this year. 4. Could you please show a screenshot of that? (Use the F2 key to take a screenshot) 6. I was about to say that there is a list in the in-game manual, but that's only in the SVN version There is a list here though: http://trac.wildfiregames.com/wiki/HotKeys You can also press the mouse button and move the mouse while placing the building to rotate it. Also, Alt-Tabbing should work in both Windowed and Fullscreen mode, might be a bit slower in the latter perhaps, but it works for me, so if you can't get it to work we'll have to find out what's stopping it from working on your machine.
  18. Played around a bit in Atlas, and I'm not sure what to think of the new blends... Or really, they do seem a bit sharper than the previous ones which makes them less suited for textures which are really different from one another (which one rarely should do in either case). Otherwise they're great. And it's wonderful not having to see the bug turn up all over the place. It's far too easy to reproduce the bug in Alpha 3 so comparing the two is really showing why this is good improvement, nice work Philip Definitely worth to be listed among the prominent bug fixes for the next release.
  19. Nice. A really wide monitor you've got (To be nitpicky, the content is released under the license you mentioned, while the code is available under the GPL license. It's more complicated than that when you look really close at it, with the GPL existing in different versions etc, but it's a good enough approximation )
  20. Will have to give it a test run, really nice work in either case. Never knew you were such an artist Philip
  21. Perhaps a good thing, but for now I've changed the strikethrough to a spoiler, that way there's still a reason to mention that we'll need sound designers, but it's not taking up as much space and it's more obvious that it's temporary. Not sure how professional it looks, but as I said, hopefully it's not for too long.
  22. I should have pointed this out before, but sadly it never occurred to me to edit the job descriptions to indicate we currently can't accept any sound effects specialist applications as we don't have a sound lead. I have edited the description to indicate this now though, better late than never I hope we soon get a new Sound Lead so it's not needed very long though.
  23. (And a fairly big amount of them haven't been active for very long, surprisingly many have just registered and never posted. In either case it's not a reliable measurement for the userbase as many people have downloaded the game without registering. Of course the opposite is true as well, many are waiting for a more finished version before trying the game, quite a big amount of them are waiting for the AI before they try the game, so perhaps there will be a big increase in the number of active users after the AI is included.)
  24. Also, as described in the in-game manual, you need to make sure any firewalls/routers have the correct port open. See the in-game manual for which port that is, and your firewalls/routers manual for info on how to open/forward that port.
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