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feneur

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Everything posted by feneur

  1. 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.
  2. 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
  3. 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
  4. 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
  5. Imperial Romans will not be included until part 2, so no, there will not be any in Alpha 13.
  6. 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 ).
  7. 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 ).
  8. 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
  9. 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 )
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. 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
  15. 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
  16. Please see http://trac.wildfiregames.com/wiki/Manual_Settings for how to enable GLSL
  17. 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.
  18. 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).
  19. 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
  20. 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
  21. Ah, the tutorial maps were added in Alpha 12 iirc. If you're not afraid to add PPAs you can try the steps under "0 A.D. Provided packages" here: http://trac.wildfiregames.com/wiki/LatestReleaseLinux#Ubuntu to get Alpha 12 (or if you really want to stay on top of the new things try the development snapshot PPA - might be a bit less stable at times etc, but most of the time it should be just as nice to play with as a stable release).
  22. There's no danger in discussing other approaches, just in doing it in this thread as that would make it lose focus quickly And yeah, Git is probably also a pre-requisite to going 1.0 regardless of when and how we do that. We will need to maintain 1.0 with bug fixes etc while being able to work on new things, so being able to easily work with different versions at the same time would be needed
  23. Ok, but it should definitely be possible within a year then And I most definitely encourage every programmer who is able to at least with reasonable certainty commit to working on something to post here, regardless of whether you think this is a good idea or not, and regardless of whether or not we will go forward with this approach. Knowing roughly what will be possible to accomplish within the next year or so is good anyway
  24. First let me stress that this is just a preliminary discussion about one way forward, so don't think this is necessarily the only way forward. Also, please only comment if you are certain you can add something to the discussion, in this particular thread we're more or less only going to allow comments which say "I'm willing to commit to work on feature X and estimate I'd be ready to finish it by this date". If you want to discuss which approach is best or other related topics, but which are not part of the actual planning please start a new thread. To be able to make a good decision about whether we should try and aim for part 1 within the foreseeable future or if we should wait a bit longer before deciding exactly what will go in the final version we would like to see where we would stand if we would only include features/improvements which we either already have or can have people commit to doing within a specified amount of time. This does not mean that these features would necessarily be the only features included, but that we would have to be ok with only these features being in the final game to go forward with this approach. So, programmers (both in team and others who are prepared to commit to doing some work throughout the year), please post here what you estimate you are able to work on during the upcoming year or so. And please be reasonably conservative so we don't make a decision which then will have to be heavily revised just because you can't live up to what you've said you should be able to do (it's one thing if you can't say if you will be able to finish programming a certain feature in June or August, but a completely different one if you promise to do a certain amount of features until December but will not be able to complete half before March next year, so don't be afraid if you can't make a perfect estimate). (This is mainly aimed at programmers as it's a lot easier/quicker to e.g. decide to cut an animal or two from the final game if we don't have animations for them - and it's a lot quicker to do the tasks as well, so it's not time to make a final decision on the rest of the game's content yet regardless of which approach we choose And also, this is just one of the possible ways forward as I said before, if we find that we cannot get to a good enough 1.0 this way/reach Beta within a year we'll continue as now and make a final decision later.)
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