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Everything posted by feneur
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If that's the argument, well, then we shouldn't work on the game because it's something that someone might want to write about on a news site or in a news paper or something, and then they might get some money from advertising. And we certainly shouldn't be working on a game (especially not over the internet as that increases the value of the service ISPs offer) because that might make someone buy a new computer and then a hardware manufacturer might benefit from it. I really don't see how whether or not FB might make some minuscule amount of money from a few advertisements should influence our decisions in any way. Especially since we would get something in return in the form of the advertisement the game would get.(I'm not saying there can't be other reasons why to think about if/how/why, just that I fail to see how money should affect our decisions in any kind of way.)
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Note that this is only relevant in Atlas: Alt-click (or drag to select multiple parts, not relevant in this case I guess, but I just want to take the opportunity to spread knowledge ) to select and thereby also display the selection, though it's not the exact same as for the full building in-game so I can't say whether it would be accurate or not, still, could be worth a try If you turn on the "Simulation test" in Atlas but still have the select and move tool selected you should be able to test it, but again, it's not doing the exact same thing so if it is the selection display I'm not sure how relevant it will be.
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2 problems with citezens soldier consept of the game
feneur replied to bill2505's topic in General Discussion
I'd say you're pretty effective with it So yeah, I don't think there's any reason to complicate things with "call to arms" etc as that would only make raiding even more effective =) The current way is fine imho (I might not personally be too fond of the fact that you can raid at all, but that's another thing =) ), since you can raid, but your units can defend themselves. If they had to go to a special building to get their arms, then you would be more or less forced to raid in the early game as anything else would leave you at a great disadvantage. -
Have you tried with the other parts of the gardens?
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
Call it haze/blowing sand/etc if you like, but I still think it can be realistic (just did a google image search and in a very unscientific estimation I'd say there are about as many desert images with fog as say forests or mountains, not a big point either way, just that it can happen), so it's probably better to have some distance fog on all maps as a unifying element if nothing else -
Two things: One, the Imperial Campaign is not cut. It's something we can not guarantee that we will be able to include in part one, but we would very much like to have some kind of campaign and a story-based is most likely too time-consuming. Still, it depends on people creating it as with everything else. Two, part one is just the beginning As long as there are people who are willing to work on the game there will be a future for it (Especially since it's open source, so even if all current contributors would disappear it could still be worked on by someone else. And no, I'm not saying we will disappear. Just that even that would not have to mean the end of the game.) And while we have to decide later exactly how we will structure things after part one (will we do multiple smaller releases or work as we have now and go through a lot of Alphas/Betas and only then release a bigger new release), story-based campaigns/triggers/etc will most definitely be one of the top priorities then
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It certainly can at least The above are just different ways to divide and select the units, the technologies themselves can still work the same way
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Progress reports on funded work
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
We might end up doing something like that, hopefully we will not have to do it for the pathfinding though as Philip seems to be getting more and more able to finish his work on it -
We'll have to see when we get closer to having the game completed before making any firm decision, but in general I think it's a good thing to give different units different roles. In other words, I don't think it's necessarily bad to have ranged units be better at hunting.
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Progress reports on funded work
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
Yeah, the main issue is not to get money, we already have that The main issue is how to best spend it. At the moment none of the programmers are able to work full time on the game, which makes the decision of what to do harder. -
Just to clarify: We do indeed hope to be able to include animated siege crews, but since it takes a lot of time and not that many people are skilled animators it's not something we can promise. That said, if you know someone who's skilled at 3D animation please direct them our way
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
Could you please post a screenshot without the effects? (I.e. do two shots from the same camera angle etc just one with and one without the effects.) That would make it easier to see the effects -
So they're more like monks/ascetics then?
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Hmm, what version of the game are you using?
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I'm not sure which is the best solution, but the easiest is probably to have the CC buildable from the start, but have a limit of one CC until you reach the town phase That way you will be able to rebuild the CC if it is destroyed before you reach the town phase as well. This does of course include the small "cheat" that you would be able to move your CC to a more favorable position by destroying the default and then rebuilding somewhere else. It could be prevented by for example making it impossible to delete, but I think there's little reason to make it impossible as the cost of building a CC is so high. Better to have that possibility which could open up new strategies on particularly hard maps etc
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On the other hand this is an issue for other units as well, so should probably have a more common solution rather than one specifically for traders or units going back and forth between a resource and a resource dropsite
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Hello and thanks for your offer, I'm sure we've got a lot of things you can do and we're certainly grateful for any help we can get in this specific area Now, I'm not a programmer, so I can't say much about the details I'm afraid, hopefully one of the programmers will have time to reply in more detail soon. The fixed/floating point issue, again, not a programmer, so, yeah... But if I recall correctly with floating point it's harder to get the exact same result on different OSs/computers, and for the simulation to work the game needs to be perfectly synced. There might be ways to make sure it's the same for all players etc, so again, we need a programmer to reply, but the general concern of course applies to all aspects of programming, we need to make sure the code executes the same on all computers or we'll have OOS (out of synch) errors In short pathfinding/formations is a real mess the way they are currently, as you have obviously seen. Philip (or Ykkrosh as he's known on the forums) did indeed spend quite some time working on the game pathfinding, and while I can't recall him posting any code (I might be wrong, in which case I hope someone else remembers where to find it.) he did at least post this document: http://trac.wildfiregames.com/export/11728/ps/trunk/docs/pathfinder.pdf which should at least give some basic information. For the command line reference see the readme.txt file in binaries/system And also, just so I'm sure you're aware of it, we do have quite a lot of information in the wiki at: http://trac.wildfiregames.com/
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Then your graphics card is unfortunately probably not good enough to run 0 A.D.
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sharing gains with trading (patch included)
feneur replied to mimo's topic in Game Development & Technical Discussion
Agreed, this, and the fact that you are the one taking the risk (the enemy just has to build a market while you have to protect your traders, or at least risk losing both them and the resources they are carrying), is what makes me think that at the very least you should benefit from foreign trade, if not to a huge degree at least some. -
Now we're getting somewhere =) I do think the Tux logo should also be black and white if the others are though
