-
Posts
9.642 -
Joined
-
Last visited
-
Days Won
102
Everything posted by feneur
-
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 -
using content from 0 AD in an open source browser game
feneur replied to devland's topic in Help & Feedback
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. -
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
-
New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
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 -
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
-
[Updated 2022] List of Buttons[Commands] for GUI session
feneur replied to Lion.Kanzen's topic in General Discussion
-
Imperial Romans will not be included until part 2, so no, there will not be any in Alpha 13.
-
New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
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 ). -
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 ).
-
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
-
===[COMMITTED]=== Mauryan Defense Tower, City Walls, Wall Gate
feneur replied to Mythos_Ruler's topic in Completed Art Tasks
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 ) -
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.
-
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
-
===[COMMITTED]=== Mauryan War Elephant (and hero elephant)
feneur replied to Mythos_Ruler's topic in Completed Art Tasks
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.
