-
Posts
9.591 -
Joined
-
Last visited
-
Days Won
102
Everything posted by feneur
-
Which version of the game was the save game saved with? Since the game is changing it's impossible for us to ensure that save games saved with one version of the game can be opened in another version (and it might change even from one SVN revision to the next if the changes are big enough).
-
Hello, and welcome to the forums Don't worry about asking questions, the worst that might happen is that you won't get an answer 0 A.D. is probably a bit too big a project to be your very first introduction to C++ programming, but in any case, here's our introduction document for new 0 A.D. programmers: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers The dev IRC channel at http://webchat.quakenet.org/?channels=0ad-dev is also a good spot, and will usually provide quicker answers to your questions (Depends a bit on where in the world you are, it's most active during late evening/night in Europe (e.g. early night in the US).
-
I don't have a strong opinion either way, so with both Jonathan and Enrique agreeing I'll agree as well. Exponential it is
-
Or just shift plus either period or comma to just add individual units
-
(The package might be listed as 0ad though And I don't think spaces and periods counts among the alphanumerics, but I could be wrong on that )
-
Yeah, whatever video etc we decide to include we should definitely only bundle with the game. There are people who have bad internet connections, people who don't want to be connected to the internet etc. It's one thing to require an internet connection if we e.g. include an autoupdater or something, but not for any in-game content/functionality. (Apart from multiplayer over the internet of course, but that's another thing )
-
It should be possible to adjust the particles to go sideways. I don't know the parameters well enough to say exactly how, but from a quick look I would assume velocity should be enough, or maybe you need to edit force as well It seems from the parameters that it should be possible to do though, so with some experimentation you should be able to get it working.
-
But you'll need to spend the stone you have from the beginning if you want to construct a new civic center, and at least in most cases I'd say expansion is worth more than being able to build a barracks at that point.
-
It's a lot quicker to move your hand from one area of the keyboard to another than to move the mouse in my experience, but I guess it varies from person to person (I'm left handed, so for me the arrow keys are more relevant, but still, the distance between e.g. the arrow keys and the zxcvb keys is still the same regardless of which direction you go )
-
There still are the Arrow keys to pan without using the mouse The question is just whether it's worth having the WASD keys in addition to that
-
Is there a reason not to use Esc for Cancel in this context? It's more or less standard overall, so I think it would make perfect sense to use it in this case as well Imho it would be preferable with hotkeys which makes sense in terms of having at least some resemblance to the name of the building being built (to make it easier to learn which key goes with which building). E.g. F for farm field, O for outpost, W for wall, etc etc, and yeah I really think we should scrap using WASD for navigation, we have the arrow keys for that and it would free up some useful keys. I also think we should use a similar combination, e.g. Ctrl (or Alt) + the hotkey used to construct a building to select a building (Or maybe just have the same hotkey work as a selection hotkey when no unit is selected? That would rule out using the zxc etc keys though as you might have one building selected and want to select another.).
-
It’s time again to take a closer look at one of the contributors to 0 A.D. This time we’ve chosen to feature Pureon, one of the most versatile contributors we have, but I’ll let him elaborate on that below. Let’s just say that it was an easy decision to feature him, and that we are very grateful that he’s part of the Wildfire Games team and community. Tell us a bit about yourself Prior to joining the 0 A.D. team I participated in online community projects for games such as AOE3 and Supreme Commander, however my experience of RTS games started with the classics AOE1 and Total Annihilation. My enthusiasm for creating user generated content for the early generation of RTS games helped define what degree I studied at university and therefore my current employment in the creative industry. Some AoE3 units I created in 2006: A couple of Supreme Commander units from 2009: What have you found most interesting about contributing to 0 A.D.? I first heard about 0 A.D. about 6 years ago, and at the time it looked good but no alpha releases were available to play or mod so it slipped my mind until 2010. That’s when I heard it had switched from closed development to opensource and had released a playable alpha. I was hooked. Why work on mods for commercial games when I can use my skills to shape a ‘real game’. The variety of tasks I’ve been able to contribute to allows me to acquire new skills and keeps me motivated. Some of these tasks include 3D modeling, unit animations, map making, texturing units, designing the new website, managing the sound department, creating the trailer videos, and illustration (icons). Once triggers and a few other key features are implemented I’d really like to work on some scenarios for 0 A.D., just like I did for AoE 1,2 and 3. Some random 0 A.D. stuff I’ve created: Anything you want to add? Some Nostalgia:
-
The above doesn't really mean anything for Part 2, but we certainly want to add campaigns at one point. Whether we will end up calling it part 2 or something else, or release campaigns for part 1 sooner etc etc will have to be seen in the future though
-
Presumably something like this should work: Create a prop point (or several) in your 3D application at the spot where you want to add the flames. (Iirc it's more or less just to create an empty/helper/whatever-it's-called-in-your-3D-program at the correct spot, name it something beginning with prop- and then make sure to use the same name below when you want to attach something, one of the artists will be able to give you more detailed/accurate information though ) Add a prop in the actor XML something like: <prop actor="particle/smoke_light.xml" attachpoint="smoke"/> (see e.g. binaries\data\mods\public\art\actors\units\athenians\siege_rock.xml to get an example of how it looks in an actual file) I would guess the existing flame particles are good starting points, for more information on how the particles work see: http://trac.wildfiregames.com/wiki/ParticleFormat
-
It's become clear from this discussion and others that we are not yet at a point where we can "see the end" for part 1. However, we do continue to look at ways to improve the development process, and it's definitely valuable to have had this discussion as it allows for a better long-term planning
-
Some overall comments: For an article about Pericles this is a fine length, but it's far too long for a small in-game/manual description, so for that only the absolutely most relevant pieces should be included. That can remain to be done later though, as long as we have some base text we're halfway there (Especially since we haven't decided where/how to display the shorter information in the in-game GUI, so the exact length we can include in the end is impossible to say for sure at the moment.) Also, it would be nice to have more than one source for the information where possible. Please turn down the enthusiasm just a notch or two We're trying to be reasonably historically correct and objective as far as possible, so subjectiveness should be avoided as much as possible. The latter part of this sentence is fine to me (leading politician and a major world power are hard to argue with - though maybe use another world than "world" as they hardly were powerful on a global scale, maybe use "the known world" or something instead), but the first part is not ("one of the greatest statesmen and orators ever alive" is very much a subjective point of view). Just remove "saved" and it will be a fine sentence.
-
Most likely because the topic it was merged with was in this forum and the person merging them didn't look at the forums I'll move it there now though as it doesn't have anything to do with 0 A.D. itself
-
Are you saying it should zoom in/out faster?
-
Wow, those are extreme I mean I can tell the difference, but it's not easy to see anything in those images
-
===[COMMITTED]=== Mauryan Defense Tower, City Walls, Wall Gate
feneur replied to Mythos_Ruler's topic in Completed Art Tasks
0 A.D. - where dreams come true -
New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Position as in the direction the sound is heard from, but yeah, maybe that's not possible :-/ -
Don't worry about posting in old threads in this forum As long as the discussion is not obviously over there's no reason to look at the date of the last post as long as you have something useful to say - which you obviously do
-
New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Hmm, but don't we have position-based sounds which can be heard from wherever? I thought Stephen added that, but I might be wrong -
A ton of nice stuff in your DevianArt profile indeed
-
New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Why not with a position? The attack does take place at a position after all