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Everything posted by feneur
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It's basically the development version, see http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide for more information (only the top 4 items are really relevant for most people, so need to read more than that unless you're curious). It can seem a bit much at first, but once you get used to it there's really not much to it. Especially since we do provide a pre-built .exe file for Windows users, so there's no need to do anything manually apart from getting the game onto your computer and update it every once in a while. It can be a bit less stable than the release versions, but most of the time it works just as well (and sometimes better of course as things are fixed/improved). The only big issue to keep in mind is that if you want to play against another person you both have to have the exact same version or things will most likely break. It's probably best to let you know that in the SVN version textures are generated by the engine on the fly the first time they're displayed, in other words: the first time things are displayed in the game they will be grey for a second or a couple until the game has worked its magic on the files so that everything looks as it should (in the release versions this is done before-hand).
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Split this into a new topic as it's not the same issue. To connect to another player on the same LAN I believe you have to do a direct connection to the local IP (in other words, I don't think you can use the lobby in that case). Here's a guide for how to find it on Windows/Mac: http://lifehacker.com/5833108/how-to-find-your-local-and-external-ip-address (there's instructions for Linux as well in the comments in case you, or someone else reading this, needs to find it on Linux). The one who hosts should do that, and set up a game according to the instructions here: http://trac.wildfiregames.com/wiki/Manual_SettingUpAGame#JoinorHost and then give the local IP found via the method above to the other player, who will enter it in the Join dialog in the Server Hostname or IP box. As far as I know that should work. I don't think you can connect to players outside of your local network at the same time as you're playing with someone on the same LAN though.
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Suggestions for the Gauls
feneur replied to Germanic_celt79's topic in Eyecandy, custom projects and misc.
Also, see http://trac.wildfiregames.com/wiki/Modding_Guide and linked resources if you want to know more The main page at http://trac.wildfiregames.com/ is also a good place to start as it lists relevant wiki pages -
Wow You continue to amaze with your skills/development of said skills
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Do you get a crash log?
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Would be interesting to find out where the precision becomes an issue. Or how for that matter, maybe someone can take a screenshot with it set really low so one can get an idea of what would happen
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I would assume that the keyboard has got access to " though? But no big deal, just found it a bit funny when your post said "This website was created with the hope that it would answer any questions you may have, as well as help settle any confusion as to what exactly bronies are. "
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Maybe it would be helpful if you put in quotation marks or used the quote function to mark the beginning of that quote Lion
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How make the attach for prop? - Blender
feneur replied to Lion.Kanzen's topic in Tutorials, references and art help
As far as I know you create prop points in Blender by creating empties (and giving them the name you are later going to use in the XML to attach something to it). -
Please add this information as well as that would help a lot with finding the cause of the problem
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Nah, we're not going to use a name like that for an Alpha =) Though on the topic of using a personal name for an Alpha, maybe we should name the W one Wood (if we reach that high a number of Alphas, but I think somewhere around there is probably what we'll end up with). In memory of one of the first and most influential members of the team: Ken Wood ( http://wildfiregames.com/forum/index.php?showuser=63 and the low usernumber should tell you something of how early he was a part of the team), who died in 2006. But that will have to be decided later, I just wanted to write it down so it's easier to remember.
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WIP Atlas UI Changes
feneur replied to trompetin17's topic in Game Development & Technical Discussion
Great Keep up the good work! -
WIP Atlas UI Changes
feneur replied to trompetin17's topic in Game Development & Technical Discussion
Please make it possible to dock the panels one might want to keep open, just having floating panels can get hard to work with in the long run (if nothing else it can be hard to put panels right along the edges and you'd end up with less space to use rather than more ). Things like create a new map etc of course doesn't have to be dockable, but other things. It's of course the ultimate if you can have both though And customize the GUI to your own workflow Photoshop is really one of the best applications in this regard, you can rearrange almost everything and have things floating or docked as you like -
We got a name suggestion via email, so I thought I'd start up this topic already
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Well, if you really can't communicate better than you have done so far you are probably better off on your own rather than working in a team, at least an existing team. You might have skills and knowledge for all we know, but it would be a lot easier to take you seriously if you wouldn't use swear words, insult people without knowing why things are the way they are, assuming things without finding out whether there is any basis for your assumptions, etc. Also, our goal is not necessarily to reach the same demographic as the History channel. Or perhaps rather, to make a game that can be interesting to both people with a genuine interest in history and to those who just want to play an (mostly old-school) RTS, hopefully encouraging the latter to become more of the former. And to be honest I don't really see why you make such a fuss about the custom names, everywhere they are used the English name is also written right next to it.
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Yeah, getting the updated version on Linux can take a while (and if you're not prepared to add e.g. some kind of unstable/non-official repository might take until the next version of your Linux flavor). In most cases this is beyond our control, and depends on non-team packagers/maintainers to be able to have time to do it. And in some cases it can take a while to e.g. upload things as well, so please be patient if your specific Linux flavor doesn't have the newest Alpha yet
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Now it's out
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Wildfire Games, an international group of volunteer game developers, proudly announces the release of "0 A.D. Alpha 18 Rhododactylos", the eighteenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features improved performance, an in-game technology tree, a new map type ("Nomad") and more! Easy Download and InstallDownload and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No "freemium" model, no in-game advertising, no catch. Top New Gameplay Features in This Release Nomad Game Mode: Players start with only some citizen soldiers and female citizens, and no civil center, and must build a base from scratch. In-Game Technology Tree: Allows players to see which faction can research what technologies, when and for how many resources. The default AI, Petra, now supports saved games. Toggle groups of units between marching in formation and breaking formation. New Seleucid buildings The new buildings are the house, storehouse, farmstead, towers and temple. The Civic Center is a placeholder for now and will be updated before the Seleucids are finished. Performance Improvements and Other Changes Under the Hood SpiderMonkey upgraded to v31: The Javascript engine SpiderMonkey has been upgraded to version 31. This greatly improves performance and reduces memory usage a bit. We have also adapted our code to support new and advanced memory management techniques and features of SpiderMonkey such as Exact Stack Rooting, Moving GC and Generational GC. In addition, this version of SpiderMonkey includes a new and improved version of the performance profiling tool called "Tracelogger", which has helped us identifying and fixing different problems and further improving performance. C++11 upgrade: C++ is the main programming language used for our Engine and we now support the C++11 standard, which was finalized by the ISO committee in 2011. It took a while until the standard was supported well enough by the third party tools we are using, mainly C++ compilers. Last but not least, we dropped support for older C++ compilers in order to move to the new version. As a consequence, we have also been able to remove some workarounds for bugs and missing features in these old compilers. C++11 brings many new and useful features our programmers can use and it was a requirement for the SpiderMonkey 31 upgrade. More Efficient Fogging and Visibility Calculations: These calculations keep track of what each player knows about all objects in the world. For example, you might see a tree with half of its resources remaining in the Fog of War. Another player might have more recent information because of scouting and knows that this tree has already been collected completely. This kind of information is now stored and processed more efficiently, which improves performance a lot. New Wildfire Games Server: The new Wildfire Games server hosts different services such as the multiplayer lobby, our IRC bot, the website and also the newly implemented autobuilder. The autobuilder builds 0 A.D. from source code for artists, players and other people who should not have to build it manually, and can now check itself with automated tests. (The payments for the hosting plan and server license are made possible thanks to our donors!) Selected other improvements: Several AI optimizations, reduced lag when selecting units, and more.Improvements to the Atlas Editor Right-Click Rotations of Multiple Objects: Normal behavior: Rotate objects in circle, Ctrl+Right-click: Rotate each of the objects individually in place, Shift+Right-click: Keep rotation but move in circle. Atlas now checks for unsaved changes when closing a map. Atlas now shows when objects are placed in invalid locations by highlighting them in red. Show template names of selected objects. Copy and paste added to Edit menu. Numerous bug fixes.Getting SupportPlease see the "Get Support" page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute!We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why "Rhododactylos"?We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...). "Rhododactylos" means "rosy fingered" in Greek and is one of the poetical epithets of Eos, the ancient Greek goddess of the dawn. According to the legend, she would rise every morning from her home at the edge of the ocean and open the gates of heaven for the sun to rise with her "rosy fingers" or "rosy forearms". (Thanks, ltms!) For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter S. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC - 1 BC)! Subscribe to 0 A.D. Development News Contact info for press, bloggers, etc.: aviv@wildfireLATINgames.com without the capitalized name of a language spoken in ancient Rome.
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Added it in for you. Just right-click on the attachment in the post and get the URL for the link (which is the full image, rather than getting the URL for the image which is just the static preview thumb) and then pasted that into the URL box for adding images
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Thank you Lancelot and Stan for being constructive and polite in your replies, and Nicolas for cleaning the post up, it was a bit of a mess. And to you Nick I say this: It would be a great thing if you would do as Stan says. That way you'd prove that you actually know what you're talking about and can do something more than complain, use swear words, and copy text from elsewhere. This project is a team effort, so being able to communicate in a mature and polite manner is extremely important.
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Art Lead Application - 3D Artist/Texture Artist
feneur replied to Kicking_Bird's topic in Applications and Contributions
The limit on PMs to people who have already made 5 or more posts is a measure to limit the risk of PM spam which we had issues with previously. We were only allowed to use/relicense the textures in the way they exist in the game. In other words, if you want to use them you have to reuse the ones which are already in-game (or parts of them), otherwise you're probably better off creating them from scratch or finding some other source which has got textures with an appropriate license. -
Art Lead Application - 3D Artist/Texture Artist
feneur replied to Kicking_Bird's topic in Applications and Contributions
Thanks for the interest, and I'm sure you have a good interest, but please mind your attitude. It's really hard to take someone serious if they can't present their criticism in a polite manner. Also, to be able to make the most of your arguments it would help if you would try and understand the goals of the game. We'll most likely keep the names as they are, not because we're trying to be different, but because our goal is to teach people about history. It might mean that it's a bit harder to get into, but as the generic name is displayed right next to them I don't really see the issue there. Especially since you're not very likely to be looking at the names at all in the middle of playing, but rather focus on the images. The GUI can most certainly be improved, but it needs someone to do it. Since we do this in our free time we're relying on people being available and having the time (and interest/skill) to do things. So yeah, it needs to be improved, but so far it hasn't been done. If you have ideas for it, great. Though honestly most people have been concerned that the GUI is too big so far, so the needs vary (people might want to play the game on smaller/lower res screens as well). But again, if we had a scaling system that would help in that regard, so it's not a bad idea. It certainly doesn't seem like the easiest thing to do though, so don't expect miracles. The textures might certainly need improvement, but two things to remember: 1) Since we're open source the available source materials are limited. Many sites providing high quality textures don't allow them to be re-licensed, but we need to be able to do that. We do have some old textures from CGTextures which are from before we went open source and are used by special permission, but that permission only applies to those old textures. So many textures have to be created by hand which requires more skill of the artist, which in turn limits the number of available artists who can do it. 2) Not everyone is going to have a graphics card which can make use of the more advanced features, so either we make the game look a lot worse for them (by not having any shadows etc in the textures), or we have to implement a system with different textures for whether or not one is using specular etc, which would complicate things. It might be worth it, but the question is whether the look of the game is improved enough for it to be worth doing. We're definitely going to keep the Citizen Soldier concept. Both because it's something that makes the game different (and not just a AoE clone or something), and because it's inspired by history. Mostly in the sense of armies being based on citizens taking up arms to defend their city state, and in the sense that armies did build more than just tents. It's true that the degree of professionalism in ancient armies varied, but to keep the game balanced we can't differentiate too much between different factions or it would become unnecessarily hard to keep them balanced. Also, the armies got more professionalized towards the end of the period which the game features, and more so in the period which the second part will feature (1 A.D. - 500 A.D.). Plus of course we do have the champion units which represents the professional soldiers. -
It's certainly fine with me
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We argued about the validity of your objections to the validity of the video, which in turn commented on the issue of farms (or perhaps specifically on the image you posted which was relevant to the size of the farms), which was posted in a thread about dividing up the art tasks in general. In other words, we're all off-topic if you're extremely picky about it But since we're not we can discuss things other than the game (as long as it doesn't take up too much space and isn't too unrelated to the topic at hand), I do think we can leave that excursion now though as I think we've said all we intended to (And no, that's not me trying to "get the last word", you're free to do so if you want to.)
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http://trac.wildfiregames.com/wiki/GettingStarted and linked pages should have the important information (especially the section directed at programmers). To keep in touch with the programmers (and sometimes other developers as well) the IRC channel is the best place for direct communication and the forums for more long-term discussion