Jump to content

feneur

Administrators
  • Posts

    9.591
  • Joined

  • Last visited

  • Days Won

    102

Everything posted by feneur

  1. Hmm, I'm not even sure we still use PMD since we've started to use COLLADA, I'm not too sure about all the technical things though, so perhaps I'm wrong. If we're still using it I think it's only internal to Pyrogenesis and automatically exported once the game loads the file. I hope someone else has got more info on it though, and I'm sure there are places in the documentation that could use some updating in either case. EDIT: Doh, Philip answered before I did :) And he said things more eloquently and all as well Not too surprising though as he's the one with the technical knowledge.
  2. You've been making great progress these last couple of weeks (and before as well, it's just more visible/easy to understand now ). Keep it up, and hopefully we'll get more people on board to help you (you're a great inspiration, so it would be surprising if other programmers wouldn't be motivated )
  3. The game supports some basic random map scripting already. I don't have any experience with AoMs RMS scripting so I can't say anything about any possible differences/similarities, but with some ideas we plan to implement I believe it will be better.
  4. Nice Good luck with both your present project and the future one
  5. Sounds great And while I don't have a lot of experience as to the exact options I believe there are ways to make money/protect your content even if you use a GPL licensed engine for your game. If nothing else there are examples of companies making the game free, but selling special content (commercial games for that matter, and not using a GPL engine). Not saying you have to choose Pyrogenesis, but just want to make sure you get a better idea of your options if you do.
  6. I'm sorry you didn't get a proper answer. The only reason I can think of that might have lead me to not respond would be that you'd seemed like someone who was making a commercial offer, but I doubt that so I can only say I'm sorry. Generally I'd say that one or two tracks is not enough as we'd like to have a greater consistency between tracks which is hard if too many people are involved. On the other hand one more track is one track closer to having all finished, so it would be stupid of us to say no if your offer is good enough. What I mean by that is, do you think you'd be prepared/able to create something that is similar in style to the music that already exists for the game? (Some of which might be found on http://www.wildfiregames.com/0ad/page.php?p=1495 )
  7. But you do have the other files in the \0ad\logs folder? What operating system are you using? Have you run the game? I mean it's not created otherwise. (Just trying to remove the easy causes before Jan or Philip has time to answer )
  8. 1. So that potential developers can see what the game is like and find out if it's something they'd like to contribute to. And actually, as long as one don't break any laws or violate the GPL we don't really care who downloads it or what they do. However don't recommend non-programmers to download it yet as it's not too much fun if you're not both ready to do some (relatively) complicated things to get it working and be prepared that a lot of things aren't yet working. 2. By posting in the forums (so we know that there are people out there who want to play the game, it's a good help to motivate us and you might have some good insight or be fun to talk to in general which is also a good thing, so it doesn't get too lonely in the forums), talking about 0 A.D. to people you think might have the necessary skills to help develop the game, and also spreading the word about the game in general. 3. 4. It's very much ok, as long as you have something relevant to say it's great. 5. You can't, just post a message to say you want it deleted and a moderator will delete it. The main reason we haven't updated the FAQ now (it really should have been updated much earlier so it's not an excuse, just an explanation) is that we're redesigning the website. The new website will probably not be out for some months yet, but it's still soon enough for us not to want to spend too much time on the old site. A lot of questions/answers in the present FAQ are still valid, and a lot of questions aren't easier to answer now than then. Questions about dates/system specs will not be possible to answer until very soon before they're due. Posting a link to the FAQ in the forums might be a good idea, thanks But I'd say the FAQ is reasonably easy to find on the website, perhaps we could post a direct link to it in the menu as well, but since some parts are not up-to-date I'm not sure how useful that would be.
  9. Am not sure what's going on. Checked out SVN trunk again to be sure I started from the beginning. Am not getting any crashes or errors when running the precompiled pyrogenesis.exe. Atlas crashes, but doesn't display any errors. Am currently building to see if running in VC++ will show any error messages. In any case, it doesn't seem to be exactly the same thing as Dino reports, but as strange as it seems it could just as well be the same
  10. Dino, I'm about to start a bug report (will probably have it posted before you are online again, but wanted to make it known what I'm up to... ) on Trac where you can post your details as well. I'll post the link here when it's up. I'm just doing a new checkout to be sure I don't have any leftover problems from an earlier checkout/something gone wrong in an update/when building/etc.
  11. The simulation system is already in SVN, and it's possible to use the new system rather than the old by using a command line switch. -sim2 Please be aware that it's not as developed as the old one yet, so only basic things work at the moment. Philip is constantly improving it though and is happy for others to help, so it should only be temporary.
  12. I'm not sure how high priority it is to fix this though, since it's likely to either not continue be an issue with the new simulation system or even be due to some change which has occurred in the rewriting process. I doubt it's the latter though as Philip has been keeping the new system separate so we don't loose any functionality in the mean time
  13. Have tried and can duplicate the problem. Turns out I haven't tested to actually kill enemy units in a while, only the economical part of the game, that's why I hadn't noticed it before so I don't know for how long it's been an issue.
  14. Would you please make a new post about this error in the development discussion forum ( http://www.wildfiregames.com/forum/index.php?showforum=312 )? And include more info if you can. Does it happen on all maps? I have not seen this problem, but perhaps others have Either way, it would be easier to be sure people sees your issue if you post about it in the development + technical forum (and also easier for others who might have the same issue).
  15. Looks good to me And it's still long enough for most people who aren't really interested to give up reading halfway through, but now short enough for the interested people to actually read it all Nice improvement.
  16. Ah, New Zealand as well, and Iceland, and Egypt with all the historical monuments, and probably every other place in the world as well There's a lot to see in this world. Would take several lifetimes to see it all, and then there'd probably be a lot of new stuff
  17. Sweden in the winter is nice too At least when we get a real winter like this year, depends on whether you like snow or not though I guess (On the other hand I assume you see enough snow in Canada) I saw some wonderful pictures of nice rolling hills in California on one of the former WFG members facebook page, seems really beautiful. The highlands in Scotland seems really nice as well, and it would be nice to see the Andes. Hmm, most places with nice mountains/hills would be nice actually. Plus many other places, but in general I'd say I'm more interested in going places because of the nature than because of interesting cities or so. Haven't really been to many big cities so perhaps I just have to get used to them to like them
  18. Sounds useful indeed. (And btw, that the terrain painting works this way is documented: http://trac.wildfiregames.com/wiki/Atlas_U...Texturepriority It would probably be nice to have at least a few things easily found directly in Atlas though. Perhaps using tooltips with this kind of info? )
  19. Hmm, I might be completely wrong and you ought to know what you're talking about, so don't take this as anything else than a question: Are you sure that's from AoM? Because it looks like it could just as likely be from Atlas I'm mostly curious though, especially since your comment is still valid I can confirm that Atlas does treat a one tile brush the way you describe.
  20. feneur

    email

    The easiest way to get news about the game is to subscribe to the RSS feed: http://www.wildfiregames.com/forum/index.php?act=rssout&id=1 That way you get notified in your RSS feed reader every time we post a news post.
  21. It's hard to tell exactly what's wrong unless you tell us a bit more about your computer, more specifically your video card and if you have the latest drivers for it.
  22. Thanks for all the nice words If you want to know more about what type of help we need at the moment, please check: http://www.wildfiregames.com/forum/index.php?showtopic=11297
  23. When you download it again, and if you then get any errors, would you please post about them in the below forum? http://www.wildfiregames.com/forum/index.php?showforum=312 That way we can try and help you to get things working.
  24. For info on the current plan for 0 A.D.s units/buildings etc you can take a look at the Design Document which is posted in the Trac wiki.
  25. First welcome to the forums. Second, since you talk about game modification among other things I'd say this place is as good as the other places. To answer your questions: 1. No. 2. Yes and no in a way. Yes that the modders have the source code (as well as everyone else since 0 A.D. is open source), but no since the main reason is that people have been spending some time on the planning/designing phase of the mods. (See http://os.wildfiregames.com/ for more info on this.) 3. You click on the button that looks like a pen in the lower right of your post. 4. No, we're developing our own 3D engine for the game. It did however start out as a mod for AoE2, see http://www.wildfiregames.com/0ad/page.php?p=6911 for more info. 5. No. (And as you might have noticed I've deleted your other post.)
×
×
  • Create New...