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Everything posted by feneur
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I assumed things were like that, but wanted to be sure It can be dangerous to assume things only to later find out you were wrong I haven't, but then again, the static model I tried to export from Blender didn't work either, so my experience shouldn't be very telling of the degree of difficulty
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Me neither, just wanted to make sure Juicyfruit was aware of it so the effort wouldn't be spent by him as well as someone else resulting in less work done overall in the end.
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Just saw the above here: http://www.blendernation.com/2011/01/17/de...tes-16-jan-2011
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Done
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Ah, that's because that page doesn't exist yet, I'll try to get around to creating it in the upcoming week or so. But for now it'll probably not contain much more info than the in-game manual in either case, so...
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Not sure what file you're talking about, could you please be a bit more specific and I'll try to look into it. There is a basic manual listing the most basic things that you can find in-game by clicking the Manual button in the main menu of the game. Apart from that there is this: http://trac.wildfiregames.com/wiki/0adManual work-in-progress document aiming to go a bit deeper, it's just started but should end up being the base for the final in-game manual. Currently it's best to keep a more detailed manual on Trac as it's much easier to edit and update than the in-game manual + the final manual needs an updated manual system in-game. (Another thing, gates can currently not be opened, but hopefully the gates and wall system will be completed in one of the closest upcoming alphas Exactly when depends on when someone is able to work on it though, so no promises about when it will come.)
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They look fantastic
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Through technology etc some civilizations will have, for example better ships. Also, some unit types will only be available for some civilizations, so one should be prepared to play the different civilizations a bit differently to take advantage of their strength.
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Pretty cool (For the next time you post an image you may want to post a slightly smaller (perhaps linked to a larger version) since the image as it is now is so big that it breaks the layout of the page, as well as can't be seen on smaller screens.)
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Welcome to the Wildfire Games forums Hope you'll enjoy following the progress and playing the game.
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Blender reconstruction of Pergamon akropolis
feneur replied to feneur's topic in Introductions & Off-Topic Discussion
Does it have to be special? It being made in Blender was only a minor part of the motivation why I posted it The main motivation is that I thought it was interesting, regardless of what program it was made in. -
For now it is The AI per se isn't developed yet, just the start of the AI system.
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I ran via pyrogenesis.exe as I compiled a release version. But it's definitely a good thing to check that you're running the version you've compiled rather than the pre-compiled one from SVN if you're on Windows.
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Ah, cool
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Hello and welcome to the Wildfire Games forums! How did you find out about 0 A.D.?
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Perhaps this should be posted in either the Development & Technical Discussion forum or the 0 A.D. General and Ideas forum? That way we'd get more discussion, and perhaps gather some useful ideas. (As well as be told if people really doesn't like the idea )
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Ok, sorry to hear. On Windows I have no problems, neither with or without -quickstart (though after compiling as I'm pretty sure that's needed).
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My guess is that you haven't recompiled the game?
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For what's been planned for weather effects, see the Design Document: http://trac.wildfiregames.com/wiki/Background:_Weather
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This is a problem with OpenAL (and/or 0 A.D.s use of it), so for it to be fixed a programmer needs to work on it, so nothing you can fix as an ordinary user.
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I don't know for sure as I'm not a Mac user, but the built files should still be there even if the computer shut down (as long as it didn't shut down while building).
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True, it probably adds more confusion etc than necessary without adding enough value. The player has to assume that the unit he ordered to be created gets through training (or birth, growing up etc if you look at it that way) in just a few seconds, so 200 years in 20 minutes is not the problem in my humble opinion. But yeah, unless we want the buildings to have to be rebuilt, which in my humble opinion is, while realistic, too much micromanagement without any real value.
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In general it's not a good thing to modify that file, but rather follow the instructions in the file to create a local.cfg (that way you won't get any conflicts if you update the SVN and the default.cfg is updated in SVN, I think it will just not). I'm not sure exactly where the file should go on a Mac though
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Hmm, I'm almost starting to lean towards aging textures =) Not really as seasons give more effect and allows for more varied maps, especially for scenarios. (And also if we have seasons "for looks" it should be less work to make them have actual gameplay effect later. Though thinking about it, at least things like making it slower to walk on snow shouldn't be too hard to do already as textures can already have such effects.) But there could be a nice use of the aging effect: you could determine how far your opponent have come, if this is a new colony or an old. Though things like the number of buildings/what buildings there are could probably be of almost as much use for that purpose, so it's no big deal either way. If there's time and interest aging could be fun to have, but it's not anywhere near a needed feature in my humble opinion
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Something like this will probably have to be implemented in any case, since we need something like it if we want the seasons to work as they're described in the DD. That still doesn't say anything about the need for this though =) It can have a value in the sense of helping with the immersion in the game though, but sure, that would interfere with things having a meaning. As long as it's something that's possible to turn off/on per map (as the seasons would be for that matter as they're currently just going to be for visual purposes) it's probably fine though. In either case I think it's something we can think more about when the seasons are implemented, there's enough to do in other areas to keep everyone occupied in either case
