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Everything posted by feneur
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Almost all of that are things that you can do already, albeit not in exactly the way you describe/not as easily or fully-featured. While there is no god-mode you can launch a match within Atlas (the Scenario/Map Editor) directly, and there you can place resources/units/buildings/etc and even change the terrain as the game is running. Only some of the changes remain when you reset the simulation (i.e. stop running the match) though, so it's of course not as easy to use and continue using as a proper god-mode. I would say that it's beyond the scope of the game to implement a god-mode though. Not because I think it would be too difficult to do, but rather because it would add too much to the game that most people wouldn't use. Better to make a mod or spinoff game that focuses on a god-mode gameplay. To be able to control the different civilizations first enable the Developer overlay (by selecting the menu option or pressing Alt+D), and then select "Change perspective". This option allows you to switch between the different players and control it, then select another and control that, etc.
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From the title I get the impression that you are both on the same local network, is that the case? If so you need to connect via IP to the local IP address rather than the external IP address. Because if you're both behind the same router you both appear to have the same IP address from the outside, and so you can't use the external one, nor the lobby. ( http://lifehacker.com/5833108/how-to-find-your-local-and-external-ip-address seems to be an accurate description for how to find your local IP address.)
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We might still be in the Alpha stage, but a lot of things in the main game are at the stage where we really shouldn't add too many things to them at this point, so there's less room for completely new and game-changing things (re-adding paired techs with more relevant pairs is not what I'm talking about, rather the kind of completely game-changing new features some people have suggested). It's perfectly fine for people to implement them in mods though so they can be tried and tested, and if people like them included in part 2. When they can be a part of the game design from the start. As for things which actually can go in the game, I think the route of modding might be good here too. Because if something is implemented in a mod and works well -- then it's proven that it works well and can be added to the game. That's far better than arguing and not getting anywhere -- a mod to show how things work in practice is a lot more compelling than arguments alone
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We certainly need to get a better grip on the design of the game, but overall we don't need more features for the game, but to decide exactly which ones of the ones we already have decided we should have that we should actually include and then implement those. Otherwise we'll keep adding to the game indefinitely and 0 A.D: will never be done. Features for the game engine in general/Atlas specifically is a bit of a different issue though as that's something that should be useful to more than the base 0 A.D. game. In 0 A.D. you can trade with both your own markets/docks and your ally's. To make it easier to set which goods to trade, just click the "coins" symbol in the top bar (next to the "Menu" button), and set what percentage of each type of goods you want to trade.
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I don't see how anyone would mind Micket, you're a master at these animal models.
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Judging by the .0.0.17 in the file name I would assume it is
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We may implement a way to automatically download mods from within the game in the future, but for now you have to download them yourself and put them in the mods folder. Please see http://trac.wildfiregames.com/wiki/GameDataPaths for where to find the mods folder on your operating system.
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Tech/Structure Tree Visualisation
feneur replied to s0600204's topic in Game Development & Technical Discussion
Then let's hope someone either corrects you and this works already or someone implements it (Or perhaps rather implement JavaScript being able to create GUI elements as that's probably more useful ) -
Tech/Structure Tree Visualisation
feneur replied to s0600204's topic in Game Development & Technical Discussion
Hmm, is there a way to define it, but only display it when the Javascript code calls for it to be displayed? (With the text/graphics replaced via Javascript which you say is certainly possible.) I believe that is basically what trigger scripts do to display custom dialogs (a generic dialog with placeholder text is created in XML, and then the trigger script replaces that information with new text). I would assume that it could work for other GUI elements as well. At least as long as one "source" element can be used several times on the screen at the same time, otherwise it might be a bit too cumbersome if all possible elements have to be hardcoded (i.e. the max number that could possibly appear). If that is the case then I certainly understand if the engine might need to be changed -
Tech/Structure Tree Visualisation
feneur replied to s0600204's topic in Game Development & Technical Discussion
Now I'm not a programmer, but I would think that it already can do that? Javascript is used in plenty of places in the GUI, so I would certainly think it can do that. Or are you saying that UI elements can't be created on the fly with Javascript? -
Tech/Structure Tree Visualisation
feneur replied to s0600204's topic in Game Development & Technical Discussion
Thanks for the work on this A very promising start! Am i correct in assuming that this could at one point be added to the game directly? Actually the lowest tooltips get cropped on larger screens as well, possibly the size of the area is hardcoded? I definitely agree with adding what the technologies do on the tooltips, that would make this a lot more useful -
Thanks for being so helpful btw Jason, it's always nice to see the knowledge of the "old" members being forwarded to new contributors
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It's actually more of the opposite: the women are only workers =) In other words: the women don't (generally) fight, while the male workers both work and fight. Unless you are talking about the AI? But I think I've seen it use both citizen soldiers and female citizens to work, so I doubt that. The female citizens are better at farming though, so for that it's best to use them
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So in other words, fixing a bug for this experimental version fixed a bug for the usual version of the game? That's a win in my book
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Could you please attach your systeminfo.txt? (See http://trac.wildfiregames.com/wiki/GameDataPaths for how to find it.)
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I guess you mean lower the terrain? If so that's possible, just right-click/right-click-and-drag instead of left-clicking when using the Alter terrain tool (See http://trac.wildfiregames.com/wiki/Atlas_Manual for more information on how to use Atlas )
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It might certainly be possible. The question is if it's a good idea though, the fewer steps something needs to go through the more likely it is that it will work. At least generally speaking, converting something from one format to another always leaves a risk that some information is lost.
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No, he's not forced to use Blender. But he does have to use an application that can export to Collada. And as far as I'm aware the version of Max that he's got can't do that. So then he either has to get a newer version of Max, which is expensive, or get Blender which is free
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To help out with the translation see: https://www.transifex.com/projects/p/0ad/ Generally the 0 A.D. code is so advanced now that it takes quite some experience to work on it. Please see http://trac.wildfiregames.com/wiki/GettingStartedProgrammers for more information on getting started programming for 0 A.D. including (on one of the linked pages) a list of tasks which require less skills/previous knowledge of the engine.
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3DS Max 5? From 2002? I'm afraid that's not too likely to work as it needs to be able to open or at least export to Collada files, and I don't think there's a way to make that possible with such an old version. Newer versions support exporting to Collada (.dae) files by default unless I'm remembering wrong. There is a plugin that was used previously, but the oldest version that plugin supports is 7. I'd recommend using Blender instead. It might take a little while getting used to if you're used to Max's interface, but it supports Collada by default and since it's free you can always have the most recent version.
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Did you use another email address there? I searched my inbox for the one you have for your account here, but didn't find any emails from that address. http://www.wildfiregames.com/forum/index.php?showtopic=11297 gives you the information required for how to start helping out with making the art for the game, but to summarize: Make sure you understand the license the content will be used under (and agree to it) and start working on one of the open tasks. If you consistently produce good work you will eventually be asked to join the team. An application can be nice as it gives us a chance to get to know you and your previous work, but it's the work done on the game that will make the biggest difference.
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Egyptians! A new faction ... some thing about distruction
feneur replied to franco95's topic in General Discussion
That's mostly a matter of resources: if we had had a ton of animators it would have been done already I would say it's a really low priority thing though, seeing as it's something that's only going to be displayed for a short while + there will be a lot of other things going on at the same time. The thing that's complicating it most is probably that there would have to be one animation for each building. The units just needs a few since they can re-use the animations, but the buildings are too different to make that possible. -
Cool, that was perfect timing Wish I could say that it was planned =)
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To put them up we'd really need to have someone go through them and fact-check them a bit more. The quality varies a lot, so not all of them would deserve to be put up. You wouldn't happen to remember the title of the page? I took a quick look through the list and searched through the ones that looked relevant, but I couldn't really find anything on the war dogs in the history articles.
