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feneur

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Everything posted by feneur

  1. Ah, thanks. Didn't remember exactly when it was added
  2. 1 and 4 are already done (at least to some extent, there may still be some cases where it doesn't work 100%) and will be included in the next alpha (probably due in October if things work out as planned). 3. To get the exact numbers you just have to hover the mouse over the health bar and you'll get the info in a tooltip, for a quick glance the rough percentage should be enough in my humble opinion. In any case the GUI will be redesigned, much information will probably be given in a tooltip in any case though to save place in the GUI for actions etc without the need for tabs.
  3. Done (at least I think so, please tell me if you aren't able to delete spam, I think I may have given you Admin CP permissions as well if you want to ban/delete the user), have you seen my question to you in the Roll call thread btw speaking of similar issues... I'll take a look at what options exist to further complicate the signing-up process using the current version of the forum software. However, currently I don't think there's enough spam to spend too much time on it/for it to be worth making things much more complicated for regular users. We do want people to be able to register and participate in the forums as easily as possible
  4. True, and I guess I wasn't clear enough I just meant we shouldn't overdo these kind of things, not that we should disregard them completely. Having a mode like this would definitely be nice, who doesn't dream about conquering the world every now and then
  5. If it only occurs for a moment it is (see: http://www.wildfiregames.com/forum/index.php?showtopic=13326 ), but if it stays that way something is wrong. It might just be that there are some small fixes needed to get the texture conversion code working on Macs. There doesn't seem to be all that many Mac-savvy OS programmers, at least not of those who've heard about 0 A.D. , so the Mac version is less tested/more buggy than the Windows/Linux versions. Hopefully Philip, who's been working on that code, will be able to troubleshoot your problem fairly easily.
  6. If that's what one wants one can always play Age of Empires Online I don't think we should stray too far towards that kind of game, especially since there will already be a prominent game like that. Better to focus more on history (both literally as in trying to have more realistic units/graphic style, and more figuratively as in "a more traditional RTS" ). That way there's place for both games, trying to do the same thing will only result in people choosing one or the other and I don't think we could (or should for that matter) try to compete with Microsoft
  7. In one way or another we do intend to visually show how the buildings deteriorate, but depending on what's easiest we might do anything from a few particle fires to edited models/textures (the former seems more likely though as it shouldn't take as much work).
  8. It's just not implemented yet, so no worries, just wait and your patience will be rewarded
  9. Because they're not animated I think is the short answer (some of them should probably be remodeled as well), but one of the artists will probably have a more detailed/correct answer
  10. We do plan to do smaller releases fairly often rather than a few big ones every other year But if you want to get massive improvements it's just to wait a few releases before downloading the game again
  11. Perhaps there are some images here http://www.wildfiregames.com/0ad/album_cat.php?cat_id=184 you can use as a base? Not directly, but just tracing their outline or something?
  12. While Celts may not be as refined as the Hellenes in all ways they are as "released" as them, it's just that they're not included in the official maps in this release. As mentioned it's just to create a map in Atlas if you want to play with them now though If they can't gather resources that's a bug which should be fixed as soon as possible, so please post a ticket on Trac so it can be fixed. It's just not implemented yet, it should be implemented at the same time as random maps are reimplemented. I'm not sure we'll make it possible to select any/random civs in pre-created maps though, in most cases one will probably want people to play as the civ one has placed on the map, but if it's not too difficult to implement it could be an option.
  13. The word you're looking for is probably 'engine' And it's not something we plan to do, but it should be possible to some extent at least. Adding a full version of something like that would probably be too much additional work as it's not the kind of game the engine is primarily built for, but something like having an overview map where you have to conquer territory after territory (which would then be done in an ordinary 0 A.D. scenario/random map) shouldn't be too hard.
  14. Thanks for all the nice words Sergio And welcome to the Wildfire Games forums.
  15. Please see this page: http://trac.wildfiregames.com/wiki/LatestRelease for more info on what packages are and aren't available. As we say the game is not finished yet so it's not guaranteed to be fun, and since it's still in development it can definitely be buggy, but feel free to download it and test it if you like For how you can contribute please see: http://wildfiregames.com/0ad/page.php?p=12831 (which has got info on how you can contribute both as a programmer/developer and non-develoepr ).
  16. Ah, ok. Good we were able to sort out some of your questions
  17. Welcome to the Wildfire Games forums Random-Dude Thanks for your nice words and input, below are some comments. Keep your thoughts coming, I can't guarantee we'll implement/change everything you say, but we're definitely listening to everything. AI: Our hope is of course to have the best AI possible, but what that means depends on who will be able to write it, but hopefully someone with at least some decent AI programming knowledge will join the team (feel free to find someone yourself, at the moment we're prioritizing multiplayer so we're not searching actively ourselves, but it's not like we'd be sad to have it done sooner than anticipated ). Population limits: I'm not sure it's worthwhile to develop some automatic setting, but we will provide a variety of choices by default and if those are not enough it will of course be possible to edit a file or two yourself. For options: There are a bunch of other options, though they are not yet included in the GUI so you'll have to edit them manually using a text editor, please see: binaries/data/config/default.cfg for more info on what options are available. Eventually these and other options will of course be available via GUI. Who builds what: Probably not going to happen in an official version, the concept of Citizen Soldiers are one of our most important ones and I can't see that it has got any negative side effects apart from the fact that players might not be used to it at first. Everything's possible in a mod though
  18. Really great work A massive improvement from the last version Amish showed me.
  19. Welcome to the Wildfire Games forums Robin. I think your assistance would be very useful, and no one is working on those issues as far as I know. To get more info on how to submit your code etc please see http://trac.wildfiregames.com/wiki/GettingStartedProgrammers and for other useful info see the main page of our Trac wiki: http://trac.wildfiregames.com/
  20. Some really nice screens there (The last two gave me a bit of a Rise and Fall feeling, being a part of the action ) Really looking forward to seeing what you'll create in the future.
  21. Indeed it is, might take a while though. That said I'm pretty sure the scene above is created in Atlas (our scenario/map editor, see: http://trac.wildfiregames.com/wiki/Atlas_User%2527s_Guide for more info) which allows greater freedom in placing the buildings .
  22. Hello Øyvind, and welcome to the Wildfire Games forums. Thanks for the nice words about 0 A.D. and if you want to get involved in 0 A.D. programming, please see: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers
  23. Sounds good to me. Haven't had too much success opening .dds files (not to speak of saving them, not sure I tried that the times I actually managed to open one though =) ), so leaving the trouble to the engine/automated process seems like a huge step forward. Consistency etc benefits sounds good as well, and I think the coding time is outweighed by ease of modding alone.
  24. Thanks everyone We appreciate the nice words.
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