Jump to content

feneur

Administrators
  • Posts

    9.649
  • Joined

  • Last visited

  • Days Won

    102

Everything posted by feneur

  1. 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.
  2. 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 )
  3. 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
  4. 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.).
  5. 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:
  6. 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
  7. 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
  8. 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
  9. 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.
  10. 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
  11. Are you saying it should zoom in/out faster?
  12. Wow, those are extreme I mean I can tell the difference, but it's not easy to see anything in those images
  13. Position as in the direction the sound is heard from, but yeah, maybe that's not possible :-/
  14. 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
  15. 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
  16. A ton of nice stuff in your DevianArt profile indeed
  17. Why not with a position? The attack does take place at a position after all
  18. 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.
  19. 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
  20. 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
  21. 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
  22. Imperial Romans will not be included until part 2, so no, there will not be any in Alpha 13.
  23. 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 ).
×
×
  • Create New...