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feneur

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Everything posted by feneur

  1. 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
  2. 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
  3. A ton of nice stuff in your DevianArt profile indeed
  4. Why not with a position? The attack does take place at a position after all
  5. Really cool to see your progress I would suggest speeding up the logo animation in the indiegogo video though =) Watching almost 40 seconds of just logo animation can easily get boring and drive people away.
  6. Judging from the Moddb description these are the factions which are related to Europe only The second one seems to be stretching from the Baltic to the Black Sea (hence the intermarum in the name), covering like Lithuania, Belarus, half of Poland, Ukraine, Romania, Slovakia, and maybe something more, hard to tell as the bottom of the map is covered
  7. I'm linking to http://trac.wildfiregames.com/wiki/Intensity_%26_Priority here as it's relevant. Even if the old concepts might not be entirely applicable to the new sound system etc/there might be other ways to do it, there's certainly no reason to "reinvent the wheel", so it's at the very least important to know about the old discussion so we don't try and find new solutions to problems which were already solved in theory several years ago
  8. Actually no, he's devoting himself to working on his own project using our existing engine and asking for our help However, I'm sure it can be useful in some way regardless of whether it will end up being included in the game or not, and either way, it's always nice to see that the game draws interest, especially this serious interest, so I'll most definitely add my welcome and well-wishes to the already existing ones
  9. Imperial Romans will not be included until part 2, so no, there will not be any in Alpha 13.
  10. Sounds like something is wrong with OpenAL, but while we wait for someone with more knowledge to help out you might want to run update-workspaces to make sure any new/changed source files are taken into account (you might of course have done that already, in which case I would suggest running clean-workspaces.sh and then update-workspaces and try compiling again just to be on the safe side ).
  11. Are you sure? There are unit spawning cheats, and iirc from the tutorial you made the AI can send chat messages, at least in theory that would mean that they could send a unit spawning cheat (not sure it would be all that easy to do even if that part works as a building needs to be selected ).
  12. Just to make you aware of http://www.wildfiregames.com/forum/index.php?showtopic=17097 the first issue mentioned. Judging by the first reporters later tests it seems as if it might be something GUI related, so maybe it would be easier for Spahbod to fix it, but that's not to say that no one else can look into it of course
  13. We could always have it cost a lot of stone. Alternatively upgrade one piece at a time, but immediately, which would still be a benefit as you could build up a good amount of wood walls, and then later once you have more stone you could upgrade the walls to get stronger ones =) (Not sure it's worth complicating things that much though )
  14. feneur

    Couple Bugs

    I can reproduce the first bug reported. It seems as if the human player is always placed in the Player 1 slot in some sense, and regardless of which other slot I put as "You" that player doesn't seem to get either the human player or an AI to control it.
  15. I would say the best way forward is probably to allow users to set preferred colors. Us trying to pick colors which would work well for everyone is practically impossible + it would make it unnecessarily hard for people who don't have color-blindness to tell different units apart if we aren't able to use e.g. red/green etc. That said, if we can find good shades/hues that works ok for color-blind people as well that's of course nice (and as far as we can we should definitely not rely on only color to tell players something but only use it to enhance the experience for those who can distinguish between e.g. red/green etc
  16. Either enter [spoiler][/spoiler] manually, or click the (ironically invisible, we should try and do something about that after the next forum update) button next to the quote button.
  17. I just said that we will try, there's no guarantee that Steam would accept us And I would assume that the same goes for Steam Workshop, even if the game would be accepted it doesn't mean that they would want to set up a workshop for it.
  18. Steam is geared more towards end users than people who are ready to test in-development software, so we want 0 A.D. to be in a better state before we try to get it on there. We will definitely look into it once we reach Beta though
  19. Ah, I have been thinking whether there really is a need for cliffs when you can create steep terrain directly in the map, but you present an argument for why they still have a place I really don't think they should be anywhere near a priority for part 1 though, but I guess they can be nice in some cases
  20. Please see http://trac.wildfiregames.com/wiki/Manual_Settings for how to enable GLSL
  21. Please read all posts to a topic before replying. In the posts after the one you reply to it is mentioned that the issue is fixed in SVN, and that he uses Alpha 12 is clear from the post that you quote.
  22. I am in favor of linking health and completion percentage. For reasons which have been mentioned + realism (it's one thing to wait until a building is finished before you start using it, but once you've started using it you don't stop just because a window is broken or a tile on the roof has fallen off).
  23. Welcome to the forums And thanks for the nice words That the game is slow in certain situations is very normal, see http://www.wildfiregames.com/forum/index.php?showtopic=15796 for more information on this and other known issues
  24. Just realized one thing I didn't in the preview you posted in the staff forums: in this particular case (and some before as well for that matter) Omri actually isn't a one-man orchestra all the way through as the percussion was done by another contributor. I don't know if/how that contributor wants to be credited though, so I'll leave that for Omri to be more specific about
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